Results for 'repeated games'

993 found
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  1.  28
    RASMUSEN, ERIC, Folk Theorems for the Observable Implications of Repeated.Implications of Repeated Games - 1992 - Theory and Decision 32:147-164.
  2.  86
    Indefinitely repeated games: A response to Carroll.Neal C. Becker & Ann E. Cudd - 1990 - Theory and Decision 28 (2):189-195.
  3.  7
    Repeated Games and Reputations: Long-Run Relationships.George J. Mailath & Larry Samuelson - 2006 - Oxford University Press USA.
    Personalized and continuing relationships play a central role in any society. Economists have built upon the theories of repeated games and reputations to make important advances in understanding such relationships. Repeated Games and Reputations begins with a careful development of the fundamental concepts in these theories, including the notions of a repeated game, strategy, and equilibrium. Mailath and Samuelson then present the classic folk theorem and reputation results for games of perfect and imperfect public (...)
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  4.  35
    Far-Sighted Equilibria in 2 x 2, Non-Cooperative, Repeated Games.Jan Aaftink - 1989 - Theory and Decision 27 (3):175.
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  5.  56
    Stubbornness, Power, and Equilibrium Selection in Repeated Games with Multiple Equilibria.Kjell Hausken - 2007 - Theory and Decision 62 (2):135-160.
    Axelord’s [(1970), Conflict of Interest, Markham Publishers, Chicago] index of conflict in 2 × 2 games with two pure strategy equilibria has the property that a reduction in the cost of holding out corresponds to an increase in conflict. This article takes the opposite view, arguing that if losing becomes less costly, a player is less likely to gamble to win, which means that conflict will be less frequent. This approach leads to a new power index and a new (...)
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  6.  48
    Folk theorems for the observable implications of repeated games.Eric Rasmusen - 1992 - Theory and Decision 32 (2):147-164.
  7.  40
    A theory of forward induction in finitely repeated games.Nabil Al-Najjar - 1995 - Theory and Decision 38 (2):173-193.
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  8.  44
    Infinity in the lab. How do people play repeated games?Lisa Bruttel & Ulrich Kamecke - 2012 - Theory and Decision 72 (2):205-219.
    We introduce a novel mechanism to eliminate endgame effects in repeated prisoner’s dilemma experiments. In the main phase of a supergame our mechanism generates more persistent cooperation than finite horizon or random continuation rules. Moreover, we find evidence for cooperation-enhancing “active/reactive” strategies which concentrate in the initial phase of a supergame as subjects gain experience.
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  9.  33
    The repeated public goods game: A solution using Tit-for-Tat and the Lindahl point.Mark Irving Lichbach - 1992 - Theory and Decision 32 (2):133-146.
  10.  29
    Can the repeated prisoner's dilemma game be used as a tool to enhance moral reasoning?Stephen E. Rau & James Weber - 2003 - Teaching Business Ethics 7 (4):395-416.
  11.  87
    Using turn taking to achieve intertemporal cooperation and symmetry in infinitely repeated 2 × 2 games.Sau-Him Paul Lau & Vai-Lam Mui - 2012 - Theory and Decision 72 (2):167-188.
    Turn taking is observed in many field and laboratory settings captured by various widely studied 2 × 2 games. This article develops a repeated game model that allows us to systematically investigate turn-taking behavior in many 2 × 2 games, including the battle of the sexes, the game of chicken, the game of common-pool-resources assignment, and a particular version of the prisoners’ dilemma. We consider the “turn taking with independent randomizations” (TTIR) strategy that achieves three objectives: (a) (...)
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  12.  28
    Using Turn Taking to Mitigate Coordination and Conflict Problems in the Repeated Battle of the Sexes Game.Sau-Him Paul Lau & Vai-Lam Mui - 2008 - Theory and Decision 65 (2):153-183.
    The Battle of the Sexes game, which captures both coordination and conflict problems, has been applied to a wide range of situations. We show that, by reducing distributional conflict and enhancing coordination, turn taking supported by a “turn taking with independent randomizations” strategy allows players to engage in intertemporal sharing of the gain from cooperation. Using this insight, we decompose the benefit from turn taking into conflict-mitigating and coordination-enhancing components. Our analysis suggests that an equilibrium measure of the “degree of (...)
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  13.  13
    Characterizing the Dynamics of Learning in Repeated Reference Games.Robert D. Hawkins, Michael C. Frank & Noah D. Goodman - 2020 - Cognitive Science 44 (6):e12845.
    The language we use over the course of conversation changes as we establish common ground and learn what our partner finds meaningful. Here we draw upon recent advances in natural language processing to provide a finer‐grained characterization of the dynamics of this learning process. We release an open corpus (>15,000 utterances) of extended dyadic interactions in a classic repeated reference game task where pairs of participants had to coordinate on how to refer to initially difficult‐to‐describe tangram stimuli. We find (...)
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  14.  88
    The effects of feelings of guilt on the behaviour of uncooperative individuals in repeated social bargaining games: An affect-as-information interpretation of the role of emotion in social interaction.Timothy Ketelaar & Wing Tung Au - 2003 - Cognition and Emotion 17 (3):429-453.
  15. Edgar Allan Poe's Riddle: Framing Effects in Repeated Matching Pennies Games.Ariel Rubinstein - unknown
    Framing effects have a significant influence on the finitely repeated matching pennies game. The combination of being labelled "a guesser", and having the objective of matching the opponent’s action, appears to be advantageous. We find that being a player who aims to match the opponent’s action is advantageous irrespective of whether the player moves first or second. We examine alternative explanations for our results and relate them to Edgar Allan Poe’s "The Purloined Letter". We propose a behavioral model which (...)
     
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  16. The effects of guilt on the behavior of uncooperative individuals in repeated social bargaining games: An affect-as-information interpretation of the role of emotion in social interaction.T. Katelaar & W. T. Au - 2003 - Cognition and Emotion 17:429-453.
  17.  14
    The determinants of response time in a repeated constant-sum game: A robust Bayesian hierarchical dual-process model.Leonidas Spiliopoulos - 2018 - Cognition 172:107-123.
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  18. Edgar Allan Poe's Riddle: Do guessers outperform misleaders in a repeated matching pennies game?Ariel Rubinstein & Kfir Eliaz - manuscript
     
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  19.  8
    Comparing human behavior models in repeated Stackelberg security games: An extended study.Debarun Kar, Fei Fang, Francesco M. Delle Fave, Nicole Sintov, Milind Tambe & Arnaud Lyet - 2016 - Artificial Intelligence 240 (C):65-103.
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  20.  16
    Game Experiments on Cooperation Through Reward and Punishment.Ross Cressman, Jia-Jia Wu, Cong Li & Yi Tao - 2013 - Biological Theory 8 (2):158-166.
    Game experiments designed to test the effectiveness of reward and/or punishment incentives in promoting cooperative behavior among their participants are quite common. Results from two such recent experiments conducted in Beijing, based on the Prisoner’s Dilemma (PD) game and Public Goods Game respectively, are summarized here. The unexpected empirical outcomes for the repeated PD game, that cooperation actually decreased when the participants had the option of using a costly punishment strategy and that participants who used costly punishment in some (...)
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  21.  24
    Repeated interactions and endogenous contractual incompleteness: Experimental evidence.Jean Beuve & Claudine Desrieux - 2016 - Theory and Decision 80 (1):125-158.
    This paper empirically investigates the interaction between repeated transactions and endogenous contractual incompleteness. We design an indefinitely repeated games experiment between identifiable players. In this experiment, the probability of continuation and the level of shared information vary over the treatments. The level of contractual completeness is decided by participants at each period. Our results show that past interactions are a stronger determinant of the level of investment in contractual completeness than the perspective of future business.
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  22.  31
    Games with Zero-knowledge Signaling.Edward Epsen - 2007 - Studia Logica 86 (3):403-414.
    We observe that in certain two-player repeated games of incomplete information, where information may be incomplete on both sides, it is possible for an informed player to signal his status as an informed player to the other without revealing any information about the choice of chance. The key to obtaining such a class of games is to relax the assumption that the players’ moves are observable. We show that in such cases players can achieve a kind of (...)
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  23.  18
    Repeatability and Methodical Actions in Uncertain Situations.Michael Funk - 2018 - Techné: Research in Philosophy and Technology 22 (3):352-376.
    In this paper Ludwig Wittgenstein is interpreted as a philosopher of language and technology. Due to current developments, a special focus is on lifeworld practice and technoscientific research. In particular, image-interpretation is used as a concrete methodical example. Whereas in most science- or technology-related Wittgenstein interpretations the focus is on the Tractatus, the Investigations or On Certainty, in this paper the primary source is his very late triune fragment Bemerkungen über die Farben. It is argued that Wittgenstein’s approach can supplement (...)
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  24. Evolutionary game theory and the normative theory of institutional design: Binmore and behavioral economics.Don Ross - 2006 - Politics, Philosophy and Economics 5 (1):51-79.
    In this article, I critically respond to Herbert Gintis's criticisms of the behavioral-economic foundations of Ken Binmore 's game-theoretic theory of justice. Gintis, I argue, fails to take full account of the normative requirements Binmore sets for his account, and also ignores what I call the ‘scale-relativity’ considerations built into Binmore 's approach to modeling human evolution. Paul Seabright's criticism of Binmore, I note, repeats these oversights. In the course of answering Gintis's and Seabright's objections, I clarify and extend Binmore (...)
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  25.  40
    Perceptron versus automaton in the finitely repeated prisoner’s dilemma.Sylvain Béal - 2010 - Theory and Decision 69 (2):183-204.
    We study the finitely repeated prisoner’s dilemma in which the players are restricted to choosing strategies which are implementable by a machine with a bound on its complexity. One player has to use a finite automaton while the other player has to use a finite perceptron. Some examples illustrate that the sets of strategies which are induced by these two types of machines are different and not ordered by set inclusion. Repeated game payoffs are evaluated according to the (...)
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  26.  45
    Games of Competition in a Stochastic Environment.Judith Avrahami, Werner Güth & Yaakov Kareev - 2005 - Theory and Decision 59 (4):255-294.
    The paper presents a set of games of competition between two or three players in which reward is jointly determined by a stochastic biased mechanism and players’ choices. More specifically, a resource can be found with unequal probabilities in one of two locations. The first agent is rewarded only if it finds the resource and avoids being found by the next agent in line; the latter is rewarded only if it finds the former. Five benchmarks, based on different psychological (...)
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  27. Repeated st petersburg two-envelope trials and expected value.Jeremy Gwiazda - 2012 - The Reasoner 6 (3).
    It is commonly believed that when a finite value is received in a game that has an infinite expected value, it is in one’s interest to redo the game. We have argued against this belief, at least in the repeated St Petersburg two-envelope case. We also show a case where repeatedly opting for a higher expected value leads to a worse outcome.
     
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  28. Newcomb’s Problem and Repeated Prisoners’ Dilemmas.Christoph Schmidt-Petri - 2005 - Philosophy of Science 72 (5):1160-1173.
    I present a game-theoretic way to understand the situation describing Newcomb’s Problem (NP) which helps to explain the intuition of both one-boxers and two-boxers. David Lewis has shown that the NP may be modelled as a Prisoners Dilemma game (PD) in which ‘cooperating’ corresponds to ‘taking one box’. Adopting relevant results from game theory, this means that one should take just one box if the NP is repeated an indefinite number of times, but both boxes if it is a (...)
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  29.  66
    Introduction to Game Theory.Martin J. Osborne - 2004 - Oxford University Press USA.
    Game-theoretic reasoning pervades economic theory and is used widely in other social and behavioural sciences. An Introduction to Game Theory International Edition, by Martin J. Osborne, presents the main principles of game theory and shows how they can be used to understand economics, social, political, and biological phenomena. The book introduces in an accessible manner the main ideas behind the theory rather than their mathematical expression. All concepts are defined precisely, and logical reasoning is used throughout. The book requires an (...)
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  30.  47
    Game feature and expertise effects on experienced richness, control and engagement in game play.Marco C. Rozendaal, David V. Keyson, Huib de Ridder & Peter O. Craig - 2009 - AI and Society 24 (2):123-133.
    The extent to which game play is experienced as engaging is an important criterion for the playability of video games. This study investigates how video games can be designed towards increased levels of experienced engagement over time. For this purpose, two experiments were conducted in which a total of 35 participants repeatedly played a video game. Results indicate that experienced engagement is based on the extent to which the game provides rich experiences as well as by the extent (...)
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  31.  68
    Hume's Game-Theoretic Business Ethics.Peter Vanderschraaf - 1999 - Business Ethics Quarterly 9 (1):47-67.
    In recent years, a number of authors have used gametheoretic reasoning to explain why purely self-interested agentswould ever conform their economic activities with the requirements of justice, when by doing so they forego opportunities to reapunilateral net gains by exploiting others. In this paper, I argue that Hume's justification of honest economic exchanges between self-interested agents in the Treatise foreshadows this contemporary literature. Hume analyzes the problem of explaining justice in self-interested economic exchange as a problem of agents coordinating on (...)
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  32.  37
    Cosmopolitanism, endless history, and game theory.Francis Cheneval - unknown
    This paper assesses the theory, first voiced by Schelling and Kant, according to which an infinite historical process will lead to cosmopolitan institutions.The assessment will mainly be done on the basis of theories about infinitely repeated games. The first part of the paper reconstructs “infinitesimal” historical cosmopolitanism as proposed by Schelling and Kant. The second part confronts this position with the results of the theory of infinitely repeated games among groups. The third part offers reflections on (...)
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  33. Reviewing Games of Empire: Global Capitalism and Video Games.Simon Ferrari & Ian Bogost - 2013 - Continent 3 (1):50-52.
    Nick Dyer-Witheford and Greig de Peuter. Games of Empire: Global Capitalism and Video Games . Minneapolis: University of Minnesota Press. 2009. 320pp. pbk. $19.95 ISBN-13: 978-0816666119. In Games of Empire , Nick Dyer-Witheford and Greig de Peuter expand an earlier study of “the video game industry as an aspect of an emerging postindustrial, post-Fordist capitalism” (xxix) to argue that videogames are “exemplary media of Empire” (xxix). Their notion of “Empire” is based on Michael Hardt and Antonio Negri’s (...)
     
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  34.  40
    An experiential, game-theoretic pedagogy for sustainability ethics.Jathan Sadowski, Thomas P. Seager, Evan Selinger, Susan G. Spierre & Kyle P. Whyte - 2013 - Science and Engineering Ethics 19 (3):1323-1339.
    The wicked problems that constitute sustainability require students to learn a different set of ethical skills than is ordinarily required by professional ethics. The focus for sustainability ethics must be redirected towards: (1) reasoning rather than rules, and (2) groups rather than individuals. This need for a different skill set presents several pedagogical challenges to traditional programs of ethics education that emphasize abstraction and reflection at the expense of experimentation and experience. This paper describes a novel pedagogy of sustainability ethics (...)
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  35.  14
    Subgames within Large Games and the Heuristic of Imitation.Soumya Paul & R. Ramanujam - 2014 - Studia Logica 102 (2):361-388.
    We study repeated normal form games where the number of players is large. We argue that it is interesting to look at such games as being divided into subgames, each of which we call a neighbourhood. The structure of such a game is given by a graph G whose nodes are players and edges denote visibility. The neighbourhoods are maximal cliques in G. The game proceeds in rounds where in each round the players of every clique X (...)
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  36.  54
    Master Maker: Understanding Gaming Skill Through Practice and Habit From Gameplay Behavior.Jeff Huang, Eddie Yan, Gifford Cheung, Nachiappan Nagappan & Thomas Zimmermann - 2017 - Topics in Cognitive Science 9 (2):437-466.
    The study of expertise is difficult to do in a laboratory environment due to the challenge of finding people at different skill levels and the lack of time for participants to acquire mastery. In this paper, we report on two studies that analyze naturalistic gameplay data using cohort analysis to better understand how skill relates to practice and habit. Two cohorts are analyzed, each from two different games. Our work follows skill progression through 7 months of Halo matches for (...)
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  37.  11
    Magnificent Utopian games.Avery Kolers - 2022 - Journal of the Philosophy of Sport 49 (2):263-277.
    The Grasshopper’s game-playing Utopia collapses because, ideal though it might seem to some, ultimately most of us want more out of life than game-play. Building on both The Grasshopper and the published sequels in which Bernard Suits attempts to vindicate his Utopia, the current paper reconstructs Suits’s Utopia in a new way. I start from deeper reflection on Suits’s example of John Striver, a Utopian citizen who wants to work but whose profound boredom occasions Utopia’s collapse. Although the Grasshopper returns (...)
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  38.  8
    Desuetudo: A Game-Theoretic Approach.Federico L. G. Faroldi - 2021 - Archiv für Rechts- und Sozialphilosophie 107 (2):289-299.
    I suggest an account of desuetudo in game-theoretic terms. I argue that there is an asymmetry with consuetudo, because consuetudo cannot be fully captured by a game-theoretic analysis, while desuetudo, properly understood as a dynamic, diachronic process, can. A norm (not necessarily a consuetudo) ceases to exist because there’s no need anymore, in an interactive situation, to foster certain equilibria, even though the same norm which is going in desuetudo might not have emerged as a consuetudo. While this kind of (...)
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  39.  17
    Asymmetric guessing games.Zafer Akin - 2023 - Theory and Decision 94 (4):637-676.
    This paper theoretically and experimentally investigates the behavior of asymmetric players in guessing games. The asymmetry is created by introducing r>1\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$$r>1$$\end{document} replicas of one of the players. Two-player and restricted N-player cases are examined in detail. Based on the model parameters, the equilibrium is either unique in which all players choose zero or mixed in which the weak player (r=1\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$$r=1$$\end{document}) imitates the (...)
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  40. Designing as playing games of make-believe.Michael Poznic, Martin Stacey, Rafaela Hillerbrand & Claudia Eckert - 2020 - Design Science 6:e10.
    Designing complex products involves working with uncertainties as the product, the requirements and the environment in which it is used co-evolve, and designers and external stakeholders make decisions that affect the evolving design. Rather than being held back by uncertainty, designers work, cooperate and communicate with each other notwithstanding these uncertainties by making assumptions to carry out their own tasks. To explain this, the paper proposes an adaptation of Kendall Walton’s make-believe theory to conceptualise designing as playing games of (...)
     
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  41. Rational Dynamics and Epistemic Logic in Games.Johan van Benthem - unknown
    Game-theoretic solution concepts describe sets of strategy profiles that are optimal for all players in some plausible sense. Such sets are often found by recursive algorithms like iterated removal of strictly dominated strategies in strategic games, or backward induction in extensive games. Standard logical analyses of solution sets use assumptions about players in fixed epistemic models for a given game, such as mutual knowledge of rationality. In this paper, we propose a different perspective, analyzing solution algorithms as processes (...)
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  42.  31
    No Fun and Games Until Someone Loses an Eye: Transgression and Masculinity in Bataille and Foucault.Judith Surkis - 1996 - Diacritics 26 (2):18-30.
    In lieu of an abstract, here is a brief excerpt of the content:No Fun and Games Until Someone Loses an Eye: Transgression and Masculinity in Bataille and FoucaultJudith Surkis (bio)In August 1963 Critique published an “Hommage à Georges Bataille,” a special issue commemorating the death of its founder. How did the volume’s contributors go about the seemingly tricky business of pledging fealty to the philosopher of sovereignty? How did they profess loyalty to, in effect recognize, the sovereign subject known (...)
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  43.  24
    Corporate Responsibility as Psychologial Games: Applying Eric Berne's Transactional Analysis to CR.Tarja Ketola - 2008 - Proceedings of the International Association for Business and Society 19:295-306.
    This paper tackles through Eric Berne's transactional analysis the psychological games companies play in their corporate responsibility actions. A link between Berne's ego-states (Child, Parent and Adult) and corporate personality types (two-faced, desperate and responsible) is established. Berne's reciprocal and unfulfilled transactions are examined in corporate responsibility(CR) behaviour between two-faced, desperate and responsible corporations. Utilitarian, nursing, helping, dutiful, problem-solving and virtuous CR behaviour is identified in reciprocal transactions while tempting, disciplining and well-intentioned CR behaviour is discovered in unfulfilled transactions. (...)
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  44.  23
    The Action Game: A computational model for learning repertoires of goals and vocabularies to express them in a population of agents.Bart Jansen & Jan Cornelis - 2012 - Interaction Studies 13 (2):285-313.
    This article introduces a computational model which illustrates how a population of agents can coordinate a vocabulary for goal oriented behavior through repeated local interactions, called “Action Games”. Using principles of self organization and specific assumptions on their behavior, the agents learn the goals and a vocabulary for them. It is shown that the proposed model can be used to investigate the coordination of vocabularies for goal oriented behavior both in a vertical and in a horizontal transmission scheme. (...)
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  45.  16
    The Action Game: A computational model for learning repertoires of goals and vocabularies to express them in a population of agents.Bart Jansen & Jan Cornelis - 2012 - Interaction Studiesinteraction Studies Social Behaviour and Communication in Biological and Artificial Systems 13 (2):285-313.
    This article introduces a computational model which illustrates how a population of agents can coordinate a vocabulary for goal oriented behavior through repeated local interactions, called “Action Games”. Using principles of self organization and specific assumptions on their behavior, the agents learn the goals and a vocabulary for them. It is shown that the proposed model can be used to investigate the coordination of vocabularies for goal oriented behavior both in a vertical and in a horizontal transmission scheme. (...)
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  46.  3
    The Action Game.Bart Jansen & Jan Cornelis - 2012 - Interaction Studies. Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies / Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies 13 (2):285-313.
    This article introduces a computational model which illustrates how a population of agents can coordinate a vocabulary for goal oriented behavior through repeated local interactions, called “Action Games”. Using principles of self organization and specific assumptions on their behavior, the agents learn the goals and a vocabulary for them. It is shown that the proposed model can be used to investigate the coordination of vocabularies for goal oriented behavior both in a vertical and in a horizontal transmission scheme. (...)
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  47.  12
    Experimental cheap talk games: strategic complementarity and coordination.Francisca Jiménez-Jiménez & Javier Rodero Cosano - 2021 - Theory and Decision 91 (2):235-263.
    This paper investigates experimentally the effects of communication in distinct games with complete information. We design four games resulting from the interaction between two incentive elements: strategic complementarity and coordination. These incentive elements allow to analyse the use of cheap talk as an efficiency-enhancing and coordinating device. We implement a restricted communication protocol in repeated settings with fixed partners. Our findings provide robust evidence about how cheap talk interacts with incentives to explain strategic behaviour in a dynamic (...)
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  48. Social Norms: Repeated Interactions, Punishment, and Context Dependence.Jonathan Grose & Cedric Paternotte - 2013 - Public Reason 5 (1):3-13.
  49.  8
    The evolution of semantics and language‑games for meaning.Ahti-Veikko Pietarinen - 2006 - Interaction Studies. Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies / Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies 7 (1):79-104.
    To understand evolutionary aspects of communication is to understand the evolutionary development of the meaning relations between language and the world. Such meaning relations are established by the application of the interactive systems of semantic games. Subsumed under the evolutionary framework of repeated games, semantics in such games refers to the cases in which stable meanings survive populations of strategically interacting players. The viability of compositionality, common ground and salience in such evolutionary games is assessed. (...)
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  50.  23
    Network formation in repeated interactions: experimental evidence on dynamic behaviour. [REVIEW]Michele Bernasconi & Matteo Galizzi - 2010 - Mind and Society 9 (2):193-228.
    Here, we present some experiments of non-cooperative games of network formation based on Bala and Goyal (Econometrica 68:1181–1229, 2000 ). We have looked at the one-way and the two-way flow models, each for high and low link costs. The models come up with both multiple equilibria and coordination problems. We conducted the experiments under various conditions which allowed for repeated interactions between subjects. We found that coordination on non-empty Strict Nash equilibria was not an easy task to achieve, (...)
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