Chimpanzee choice rates in competitive games match equilibrium game theory predictions.
Martin, Christopher Flynn; Bhui, Rahul; Bossaerts, Peter; Matsuzawa, Tetsuro; Camerer, Colin
2014-06-05
The capacity for strategic thinking about the payoff-relevant actions of conspecifics is not well understood across species. We use game theory to make predictions about choices and temporal dynamics in three abstract competitive situations with chimpanzee participants. Frequencies of chimpanzee choices are extremely close to equilibrium (accurate-guessing) predictions, and shift as payoffs change, just as equilibrium theory predicts. The chimpanzee choices are also closer to the equilibrium prediction, and more responsive to past history and payoff changes, than two samples of human choices from experiments in which humans were also initially uninformed about opponent payoffs and could not communicate verbally. The results are consistent with a tentative interpretation of game theory as explaining evolved behavior, with the additional hypothesis that chimpanzees may retain or practice a specialized capacity to adjust strategy choice during competition to perform at least as well as, or better than, humans have.
Theory of networked minority games based on strategy pattern dynamics.
Lo, T S; Chan, H Y; Hui, P M; Johnson, N F
2004-11-01
We formulate a theory of agent-based models in which agents compete to be in a winning group. The agents may be part of a network or not, and the winning group may be a minority group or not. An important feature of the present formalism is its focus on the dynamical pattern of strategy rankings, and its careful treatment of the strategy ties which arise during the system's temporal evolution. We apply it to the minority game with connected populations. Expressions for the mean success rate among the agents and for the mean success rate for agents with k neighbors are derived. We also use the theory to estimate the value of connectivity p above which the binary-agent-resource system with high resource levels makes the transition into the high-connectivity state.
Applying Spatial-Temporal Model and Game Theory to Asymmetric Threat Prediction
2007-06-01
Genshe Chen, Denis Garagic, Xiaohuan Tan, Dongxu Li, Dan Shen, Mo Wei, Xu Wang, “Team Dynamics and Tactics for Mission Planning,” Proceedings...Cruz, Jr., Genshe Chen, Dongxu Li, and Denis Garagic, “Target Selection in UAV Cooperative Control Under Uncertain Environment: Genetic Algorithm
Nathan, Mitchell J; Walkington, Candace
2017-01-01
We develop a theory of grounded and embodied mathematical cognition (GEMC) that draws on action-cognition transduction for advancing understanding of how the body can support mathematical reasoning. GEMC proposes that participants' actions serve as inputs capable of driving the cognition-action system toward associated cognitive states. This occurs through a process of transduction that promotes valuable mathematical insights by eliciting dynamic depictive gestures that enact spatio-temporal properties of mathematical entities. Our focus here is on pre-college geometry proof production. GEMC suggests that action alone can foster insight but is insufficient for valid proof production if action is not coordinated with language systems for propositionalizing general properties of objects and space. GEMC guides the design of a video game-based learning environment intended to promote students' mathematical insights and informal proofs by eliciting dynamic gestures through in-game directed actions. GEMC generates several hypotheses that contribute to theories of embodied cognition and to the design of science, technology, engineering, and mathematics (STEM) education interventions. Pilot study results with a prototype video game tentatively support theory-based predictions regarding the role of dynamic gestures for fostering insight and proof-with-insight, and for the role of action coupled with language to promote proof-with-insight. But the pilot yields mixed results for deriving in-game interventions intended to elicit dynamic gesture production. Although our central purpose is an explication of GEMC theory and the role of action-cognition transduction, the theory-based video game design reveals the potential of GEMC to improve STEM education, and highlights the complex challenges of connecting embodiment research to education practices and learning environment design.
Game Theoretic Modeling of Water Resources Allocation Under Hydro-Climatic Uncertainty
NASA Astrophysics Data System (ADS)
Brown, C.; Lall, U.; Siegfried, T.
2005-12-01
Typical hydrologic and economic modeling approaches rely on assumptions of climate stationarity and economic conditions of ideal markets and rational decision-makers. In this study, we incorporate hydroclimatic variability with a game theoretic approach to simulate and evaluate common water allocation paradigms. Game Theory may be particularly appropriate for modeling water allocation decisions. First, a game theoretic approach allows economic analysis in situations where price theory doesn't apply, which is typically the case in water resources where markets are thin, players are few, and rules of exchange are highly constrained by legal or cultural traditions. Previous studies confirm that game theory is applicable to water resources decision problems, yet applications and modeling based on these principles is only rarely observed in the literature. Second, there are numerous existing theoretical and empirical studies of specific games and human behavior that may be applied in the development of predictive water allocation models. With this framework, one can evaluate alternative orderings and rules regarding the fraction of available water that one is allowed to appropriate. Specific attributes of the players involved in water resources management complicate the determination of solutions to game theory models. While an analytical approach will be useful for providing general insights, the variety of preference structures of individual players in a realistic water scenario will likely require a simulation approach. We propose a simulation approach incorporating the rationality, self-interest and equilibrium concepts of game theory with an agent-based modeling framework that allows the distinct properties of each player to be expressed and allows the performance of the system to manifest the integrative effect of these factors. Underlying this framework, we apply a realistic representation of spatio-temporal hydrologic variability and incorporate the impact of decision-making a priori to hydrologic realizations and those made a posteriori on alternative allocation mechanisms. Outcomes are evaluated in terms of water productivity, net social benefit and equity. The performance of hydro-climate prediction modeling in each allocation mechanism will be assessed. Finally, year-to-year system performance and feedback pathways are explored. In this way, the system can be adaptively managed toward equitable and efficient water use.
Neural correlates of economic game playing.
Krueger, Frank; Grafman, Jordan; McCabe, Kevin
2008-12-12
The theory of games provides a mathematical formalization of strategic choices, which have been studied in both economics and neuroscience, and more recently has become the focus of neuroeconomics experiments with human and non-human actors. This paper reviews the results from a number of game experiments that establish a unitary system for forming subjective expected utility maps in the brain, and acting on these maps to produce choices. Social situations require the brain to build an understanding of the other person using neuronal mechanisms that share affective and intentional mental states. These systems allow subjects to better predict other players' choices, and allow them to modify their subjective utility maps to value pro-social strategies. New results for a trust game are presented, which show that the trust relationship includes systems common to both trusting and trustworthy behaviour, but they also show that the relative temporal positions of first and second players require computations unique to that role.
Evolutionary game theory: Temporal and spatial effects beyond replicator dynamics
NASA Astrophysics Data System (ADS)
Roca, Carlos P.; Cuesta, José A.; Sánchez, Angel
2009-12-01
Evolutionary game dynamics is one of the most fruitful frameworks for studying evolution in different disciplines, from Biology to Economics. Within this context, the approach of choice for many researchers is the so-called replicator equation, that describes mathematically the idea that those individuals performing better have more offspring and thus their frequency in the population grows. While very many interesting results have been obtained with this equation in the three decades elapsed since it was first proposed, it is important to realize the limits of its applicability. One particularly relevant issue in this respect is that of non-mean-field effects, that may arise from temporal fluctuations or from spatial correlations, both neglected in the replicator equation. This review discusses these temporal and spatial effects focusing on the non-trivial modifications they induce when compared to the outcome of replicator dynamics. Alongside this question, the hypothesis of linearity and its relation to the choice of the rule for strategy update is also analyzed. The discussion is presented in terms of the emergence of cooperation, as one of the current key problems in Biology and in other disciplines.
Leite, Jorge Vieira de Mello; Barbieri, Fabio Augusto; Miyagi, Willian; Malta, Elvis de Souza; Zagatto, Alessandro Moura
2017-01-01
The aims of this study were: a) to investigate the game temporal structure in high-level table tennis competitions; b) to verify the influence of game evolution in international competitions from 2009 to 2012 (World Table Tennis Championships and the Olympic Games) on game temporal structure; c) to compare game temporal structure according to the phase of competition. Comparisons between the three international tournaments demonstrated that rally duration decreased significantly (p < 0.05) during the analyzed period (2009-2012), while the rest time increased (p < 0.05) from 2009 to 2011, but decreased (p < 0.05) from 2011 to 2012. In the competition phase analysis, it was found that rally duration decreased (p < 0.05) in the quarterfinals in relation to the semifinals and finals, while the rest time increased (p < 0.05) from the quarterfinals to semifinals and finals. Based on our findings and previous literature, we concluded that the performance level, game evolution and the competition phase influenced the game temporal structure of table tennis, considering longer rest periods adopted by elite athletes in relation to non-elite athletes, the reduction in rally duration and an increase in rest time over the 2009-2012 period and through the competition phases (quarterfinals to finals).
The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.
ERIC Educational Resources Information Center
Shubik, Martin
2002-01-01
Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)
Cyber Security Research Frameworks For Coevolutionary Network Defense
DOE Office of Scientific and Technical Information (OSTI.GOV)
Rush, George D.; Tauritz, Daniel Remy
Several architectures have been created for developing and testing systems used in network security, but most are meant to provide a platform for running cyber security experiments as opposed to automating experiment processes. In the first paper, we propose a framework termed Distributed Cyber Security Automation Framework for Experiments (DCAFE) that enables experiment automation and control in a distributed environment. Predictive analysis of adversaries is another thorny issue in cyber security. Game theory can be used to mathematically analyze adversary models, but its scalability limitations restrict its use. Computational game theory allows us to scale classical game theory to larger,more » more complex systems. In the second paper, we propose a framework termed Coevolutionary Agent-based Network Defense Lightweight Event System (CANDLES) that can coevolve attacker and defender agent strategies and capabilities and evaluate potential solutions with a custom network defense simulation. The third paper is a continuation of the CANDLES project in which we rewrote key parts of the framework. Attackers and defenders have been redesigned to evolve pure strategy, and a new network security simulation is devised which specifies network architecture and adds a temporal aspect. We also add a hill climber algorithm to evaluate the search space and justify the use of a coevolutionary algorithm.« less
Behavioural studies of strategic thinking in games.
Camerer, Colin F.
2003-05-01
Game theory is a mathematical language for describing strategic interactions, in which each player's choice affects the payoff of other players (where players can be genes, people, companies, nation-states, etc.). The impact of game theory in psychology has been limited by the lack of cognitive mechanisms underlying game-theoretic predictions. 'Behavioural game theory' is a recent approach linking game theory to cognitive science by adding cognitive details about 'social utility functions', theories of limits on iterated thinking, and statistical theories of how players learn and influence others. New directions include the effects of game descriptions on choice ('framing'), strategic heuristics, and mental representation. These ideas will help root game theory more deeply in cognitive science and extend the scope of both enterprises.
NASA Astrophysics Data System (ADS)
Zhang, Yuan-Ming; Zhang, Yinghao; Guo, Mingyue
2017-03-01
Wang's et al. article [1] is the first to integrate game theory (especially evolutionary game theory) with epigenetic modification of zygotic genomes. They described and assessed a modeling framework based on evolutionary game theory to quantify, how sperms and oocytes interact through epigenetic processes, to determine embryo development. They also studied the internal mechanisms for normal embryo development: 1) evolutionary interactions between DNA methylation of the paternal and maternal genomes, and 2) the application of game theory to formulate and quantify how different genes compete or cooperate to regulate embryogenesis through methylation. Although it is not very comprehensive and profound regarding game theory modeling, this article bridges the gap between evolutionary game theory and the epigenetic control of embryo development by powerful ordinary differential equations (ODEs). The epiGame framework includes four aspects: 1) characterizing how epigenetic game theory works by the strategy matrix, in which the pattern and relative magnitude of the methylation effects on embryogenesis, are described by the cooperation and competition mechanisms, 2) quantifying the game that the direction and degree of P-M interactions over embryo development can be explained by the sign and magnitude of interaction parameters in model (2), 3) modeling epigenetic interactions within the morula, especially for two coupled nonlinear ODEs, with explicit functions in model (4), which provide a good fit to the observed data for the two sexes (adjusted R2 = 0.956), and 4) revealing multifactorial interactions in embryogenesis from the coupled ODEs in model (2) to triplet ODEs in model (6). Clearly, this article extends game theory from evolutionary game theory to epigenetic game theory.
ERIC Educational Resources Information Center
Romero, Margarida; Usart, Mireia
2013-01-01
The use of games for educational purposes has been considered as a learning methodology that attracts the students' attention and may allow focusing individuals on the learning activity through the [serious games] SG game dynamic. Based on the hypothesis that students' Temporal Perspective has an impact on learning performance and time-on-task,…
Games Superheroes Play: Teaching Game Theory with Comic Book Favorites
ERIC Educational Resources Information Center
O'Roark, Brian; Grant, William
2018-01-01
The valuable insights of game theory sometimes remain out of reach for students who are overwhelmed by the subject's complexity. Comic book applications of game theory, with superheroes as players, can facilitate enthusiasm and classroom interaction to enhance the learning of game theory. Drawing from content in superhero movies and books, the…
Dufwenberg, Martin
2011-03-01
Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.
Ciocci, Argante; Viti, Andrea; Terzi, Alberto; Bertolaccini, Luca
2015-11-01
Game theory is a formal way to analyze the interactions among groups of subjects who behave each other. It has historically been of great interest in the economic fields in which decisions are made in a competitive environment. Game theory has fascinating potential if applied in the medical science. Few papers have been written about the application of game theory in surgery. The majority of scenarios of game theory in surgery fall into two main groups: cooperative and no cooperative games.
Ciocci, Argante; Viti, Andrea; Terzi, Alberto
2015-01-01
Game theory is a formal way to analyze the interactions among groups of subjects who behave each other. It has historically been of great interest in the economic fields in which decisions are made in a competitive environment. Game theory has fascinating potential if applied in the medical science. Few papers have been written about the application of game theory in surgery. The majority of scenarios of game theory in surgery fall into two main groups: cooperative and no cooperative games. PMID:26716049
Game Theory Meets Wireless Sensor Networks Security Requirements and Threats Mitigation: A Survey.
Abdalzaher, Mohamed S; Seddik, Karim; Elsabrouty, Maha; Muta, Osamu; Furukawa, Hiroshi; Abdel-Rahman, Adel
2016-06-29
We present a study of using game theory for protecting wireless sensor networks (WSNs) from selfish behavior or malicious nodes. Due to scalability, low complexity and disseminated nature of WSNs, malicious attacks can be modeled effectively using game theory. In this study, we survey the different game-theoretic defense strategies for WSNs. We present a taxonomy of the game theory approaches based on the nature of the attack, whether it is caused by an external attacker or it is the result of an internal node acting selfishly or maliciously. We also present a general trust model using game theory for decision making. We, finally, identify the significant role of evolutionary games for WSNs security against intelligent attacks; then, we list several prospect applications of game theory to enhance the data trustworthiness and node cooperation in different WSNs.
Conflict and Gaming in Instruction and Performance.
ERIC Educational Resources Information Center
Kowitz, Gerald T.; Smith, Jay C.
1989-01-01
Discussion of instruction and training to introduce new ideas and to improve performance focuses on the presence of conflict and the theory of games. Topics discussed include learner participation; Theory X; Theory Y; and Theory Z; and game rules, including control, scoring, changing rules, and ending the game. (25 references) (LRW)
ERIC Educational Resources Information Center
Hense, Jan; Mandl, Heinz
2012-01-01
This conceptual paper aims to clarify the theoretical underpinnings of game based learning (GBL) and learning with digital learning games (DLGs). To do so, it analyses learning of game related skills and contents, which occurs constantly during playing conventional entertainment games, from three perspectives: learning theory, emotion theory, and…
Game Theory Meets Wireless Sensor Networks Security Requirements and Threats Mitigation: A Survey
Abdalzaher, Mohamed S.; Seddik, Karim; Elsabrouty, Maha; Muta, Osamu; Furukawa, Hiroshi; Abdel-Rahman, Adel
2016-01-01
We present a study of using game theory for protecting wireless sensor networks (WSNs) from selfish behavior or malicious nodes. Due to scalability, low complexity and disseminated nature of WSNs, malicious attacks can be modeled effectively using game theory. In this study, we survey the different game-theoretic defense strategies for WSNs. We present a taxonomy of the game theory approaches based on the nature of the attack, whether it is caused by an external attacker or it is the result of an internal node acting selfishly or maliciously. We also present a general trust model using game theory for decision making. We, finally, identify the significant role of evolutionary games for WSNs security against intelligent attacks; then, we list several prospect applications of game theory to enhance the data trustworthiness and node cooperation in different WSNs. PMID:27367700
Colonel Blotto Games and Lancaster's Equations: A Novel Military Modeling Combination
NASA Technical Reports Server (NTRS)
Collins, Andrew J.; Hester, Patrick T.
2012-01-01
Military strategists face a difficult task when engaged in a battle against an adversarial force. They have to predict both what tactics their opponent will employ and the outcomes of any resultant conflicts in order to make the best decision about their actions. Game theory has been the dominant technique used by analysts to investigate the possible actions that an enemy will employ. Traditional game theory can be augmented by use of Lanchester equations, a set of differential equations used to determine the outcome of a conflict. This paper demonstrates a novel combination of game theory and Lanchester equations using Colonel Blotto games. Colonel Blotto games, which are one of the oldest applications of game theory to the military domain, look at the allocation of troops and resources when fighting across multiple areas of operation. This paper demonstrates that employing Lanchester equations within a game overcomes some of practical problems faced when applying game theory.
Naming games in two-dimensional and small-world-connected random geometric networks.
Lu, Qiming; Korniss, G; Szymanski, B K
2008-01-01
We investigate a prototypical agent-based model, the naming game, on two-dimensional random geometric networks. The naming game [Baronchelli, J. Stat. Mech.: Theory Exp. (2006) P06014] is a minimal model, employing local communications that captures the emergence of shared communication schemes (languages) in a population of autonomous semiotic agents. Implementing the naming games with local broadcasts on random geometric graphs, serves as a model for agreement dynamics in large-scale, autonomously operating wireless sensor networks. Further, it captures essential features of the scaling properties of the agreement process for spatially embedded autonomous agents. Among the relevant observables capturing the temporal properties of the agreement process, we investigate the cluster-size distribution and the distribution of the agreement times, both exhibiting dynamic scaling. We also present results for the case when a small density of long-range communication links are added on top of the random geometric graph, resulting in a "small-world"-like network and yielding a significantly reduced time to reach global agreement. We construct a finite-size scaling analysis for the agreement times in this case.
Games network and application to PAs system.
Chettaoui, C; Delaplace, F; Manceny, M; Malo, M
2007-02-01
In this article, we present a game theory based framework, named games network, for modeling biological interactions. After introducing the theory, we more precisely describe the methodology to model biological interactions. Then we apply it to the plasminogen activator system (PAs) which is a signal transduction pathway involved in cancer cell migration. The games network theory extends game theory by including the locality of interactions. Each game in a games network represents local interactions between biological agents. The PAs system is implicated in cytoskeleton modifications via regulation of actin and microtubules, which in turn favors cell migration. The games network model has enabled us a better understanding of the regulation involved in the PAs system.
2013-01-01
the more widely recognized competitive (non-cooperative) game theory. Cooperative game theory focuses on what groups of self-interested agents can...provides immediate justification for using non-cooperative game theory as the basis for modeling the purely competitive agents. 2.4. Superadditive...the competitive and altruistic contributions of the subset team. Definition: Given a payoff function ( ) in a subset team game , the total marginal
Spatio-temporal Hotelling observer for signal detection from image sequences
Caucci, Luca; Barrett, Harrison H.; Rodríguez, Jeffrey J.
2010-01-01
Detection of signals in noisy images is necessary in many applications, including astronomy and medical imaging. The optimal linear observer for performing a detection task, called the Hotelling observer in the medical literature, can be regarded as a generalization of the familiar prewhitening matched filter. Performance on the detection task is limited by randomness in the image data, which stems from randomness in the object, randomness in the imaging system, and randomness in the detector outputs due to photon and readout noise, and the Hotelling observer accounts for all of these effects in an optimal way. If multiple temporal frames of images are acquired, the resulting data set is a spatio-temporal random process, and the Hotelling observer becomes a spatio-temporal linear operator. This paper discusses the theory of the spatio-temporal Hotelling observer and estimation of the required spatio-temporal covariance matrices. It also presents a parallel implementation of the observer on a cluster of Sony PLAYSTATION 3 gaming consoles. As an example, we consider the use of the spatio-temporal Hotelling observer for exoplanet detection. PMID:19550494
Spatio-temporal Hotelling observer for signal detection from image sequences.
Caucci, Luca; Barrett, Harrison H; Rodriguez, Jeffrey J
2009-06-22
Detection of signals in noisy images is necessary in many applications, including astronomy and medical imaging. The optimal linear observer for performing a detection task, called the Hotelling observer in the medical literature, can be regarded as a generalization of the familiar prewhitening matched filter. Performance on the detection task is limited by randomness in the image data, which stems from randomness in the object, randomness in the imaging system, and randomness in the detector outputs due to photon and readout noise, and the Hotelling observer accounts for all of these effects in an optimal way. If multiple temporal frames of images are acquired, the resulting data set is a spatio-temporal random process, and the Hotelling observer becomes a spatio-temporal linear operator. This paper discusses the theory of the spatio-temporal Hotelling observer and estimation of the required spatio-temporal covariance matrices. It also presents a parallel implementation of the observer on a cluster of Sony PLAYSTATION 3 gaming consoles. As an example, we consider the use of the spatio-temporal Hotelling observer for exoplanet detection.
Why Darwin would have loved evolutionary game theory
2016-01-01
Humans have marvelled at the fit of form and function, the way organisms' traits seem remarkably suited to their lifestyles and ecologies. While natural selection provides the scientific basis for the fit of form and function, Darwin found certain adaptations vexing or particularly intriguing: sex ratios, sexual selection and altruism. The logic behind these adaptations resides in frequency-dependent selection where the value of a given heritable phenotype (i.e. strategy) to an individual depends upon the strategies of others. Game theory is a branch of mathematics that is uniquely suited to solving such puzzles. While game theoretic thinking enters into Darwin's arguments and those of evolutionists through much of the twentieth century, the tools of evolutionary game theory were not available to Darwin or most evolutionists until the 1970s, and its full scope has only unfolded in the last three decades. As a consequence, game theory is applied and appreciated rather spottily. Game theory not only applies to matrix games and social games, it also applies to speciation, macroevolution and perhaps even to cancer. I assert that life and natural selection are a game, and that game theory is the appropriate logic for framing and understanding adaptations. Its scope can include behaviours within species, state-dependent strategies (such as male, female and so much more), speciation and coevolution, and expands beyond microevolution to macroevolution. Game theory clarifies aspects of ecological and evolutionary stability in ways useful to understanding eco-evolutionary dynamics, niche construction and ecosystem engineering. In short, I would like to think that Darwin would have found game theory uniquely useful for his theory of natural selection. Let us see why this is so. PMID:27605503
Why Darwin would have loved evolutionary game theory.
Brown, Joel S
2016-09-14
Humans have marvelled at the fit of form and function, the way organisms' traits seem remarkably suited to their lifestyles and ecologies. While natural selection provides the scientific basis for the fit of form and function, Darwin found certain adaptations vexing or particularly intriguing: sex ratios, sexual selection and altruism. The logic behind these adaptations resides in frequency-dependent selection where the value of a given heritable phenotype (i.e. strategy) to an individual depends upon the strategies of others. Game theory is a branch of mathematics that is uniquely suited to solving such puzzles. While game theoretic thinking enters into Darwin's arguments and those of evolutionists through much of the twentieth century, the tools of evolutionary game theory were not available to Darwin or most evolutionists until the 1970s, and its full scope has only unfolded in the last three decades. As a consequence, game theory is applied and appreciated rather spottily. Game theory not only applies to matrix games and social games, it also applies to speciation, macroevolution and perhaps even to cancer. I assert that life and natural selection are a game, and that game theory is the appropriate logic for framing and understanding adaptations. Its scope can include behaviours within species, state-dependent strategies (such as male, female and so much more), speciation and coevolution, and expands beyond microevolution to macroevolution. Game theory clarifies aspects of ecological and evolutionary stability in ways useful to understanding eco-evolutionary dynamics, niche construction and ecosystem engineering. In short, I would like to think that Darwin would have found game theory uniquely useful for his theory of natural selection. Let us see why this is so. © 2016 The Author(s).
Cognitive and motivational requirements for the emergence of cooperation in a rat social game.
Viana, Duarte S; Gordo, Isabel; Sucena, Elio; Moita, Marta A P
2010-01-13
Game theory and the Prisoner's Dilemma (PD) game in particular, which captures the paradox of cooperative interactions that lead to benefits but entail costs to the interacting individuals, have constituted a powerful tool in the study of the mechanisms of reciprocity. However, in non-human animals most tests of reciprocity in PD games have resulted in sustained defection strategies. As a consequence, it has been suggested that under such stringent conditions as the PD game humans alone have evolved the necessary cognitive abilities to engage in reciprocity, namely, numerical discrimination, memory and control of temporal discounting. We use an iterated PD game to test rats (Rattus norvegicus) for the presence of such cognitive abilities by manipulating the strategy of the opponent, Tit-for-Tat and Pseudo-Random, or the relative size of the temptation to defect. We found that rats shape their behaviour according to the opponent's strategy and the relative outcome resulting from cooperative or defective moves. Finally, we show that the behaviour of rats is contingent upon their motivational state (hungry versus sated). Here we show that rats understand the payoff matrix of the PD game and the strategy of the opponent. Importantly, our findings reveal that rats possess the necessary cognitive capacities for reciprocity-based cooperation to emerge in the context of a prisoner's dilemma. Finally, the validation of the rat as a model to study reciprocity-based cooperation during the PD game opens new avenues of research in experimental neuroscience.
LECTURES ON GAME THEORY, MARKOV CHAINS, AND RELATED TOPICS
DOE Office of Scientific and Technical Information (OSTI.GOV)
Thompson, G L
1958-03-01
Notes on nine lectures delivered at Sandin Corporation in August 1957 are given. Part one contains the manuscript of a paper concerning a judging problem. Part two is concerned with finite Markov-chain theory amd discusses regular Markov chains, absorbing Markov chains, the classification of states, application to the Leontief input-output model, and semimartingales. Part three contains notes on game theory and covers matrix games, the effect of psychological attitudes on the outcomes of games, extensive games, amd matrix theory applied to mathematical economics. (auth)
NASA Astrophysics Data System (ADS)
Wang, Yaqun
2017-03-01
The authors are to be congratulated for a thought-provoking article [1], which reviews the epigenetic game theory (epiGame) that utilizes differential equations to study the epigenetic control of embryo development. It is a novel application of evolutionary game theory and provides biology researchers with useful methodologies to address scientific questions related to biological coordination of competition and cooperation.
Enhanced learning of proportional math through music training and spatial-temporal training.
Graziano, A B; Peterson, M; Shaw, G L
1999-03-01
It was predicted, based on a mathematical model of the cortex, that early music training would enhance spatial-temporal reasoning. We have demonstrated that preschool children given six months of piano keyboard lessons improved dramatically on spatial-temporal reasoning while children in appropriate control groups did not improve. It was then predicted that the enhanced spatial-temporal reasoning from piano keyboard training could lead to enhanced learning of specific math concepts, in particular proportional math, which is notoriously difficult to teach using the usual language-analytic methods. We report here the development of Spatial-Temporal Math Video Game software designed to teach fractions and proportional math, and its strikingly successful use in a study involving 237 second-grade children (age range six years eight months-eight years five months). Furthermore, as predicted, children given piano keyboard training along with the Math Video Game training scored significantly higher on proportional math and fractions than children given a control training along with the Math Video Game. These results were readily measured using the companion Math Video Game Evaluation Program. The training time necessary for children on the Math Video Game is very short, and they rapidly reach a high level of performance. This suggests that, as predicted, we are tapping into fundamental cortical processes of spatial-temporal reasoning. This spatial-temporal approach is easily generalized to teach other math and science concepts in a complementary manner to traditional language-analytic methods, and at a younger age. The neural mechanisms involved in thinking through fractions and proportional math during training with the Math Video Game might be investigated in EEG coherence studies along with priming by specific music.
Cycle frequency in standard Rock-Paper-Scissors games: Evidence from experimental economics
NASA Astrophysics Data System (ADS)
Xu, Bin; Zhou, Hai-Jun; Wang, Zhijian
2013-10-01
The Rock-Paper-Scissors (RPS) game is a widely used model system in game theory. Evolutionary game theory predicts the existence of persistent cycles in the evolutionary trajectories of the RPS game, but experimental evidence has remained to be rather weak. In this work, we performed laboratory experiments on the RPS game and analyzed the social-state evolutionary trajectories of twelve populations of N=6 players. We found strong evidence supporting the existence of persistent cycles. The mean cycling frequency was measured to be 0.029±0.009 period per experimental round. Our experimental observations can be quantitatively explained by a simple non-equilibrium model, namely the discrete-time logit dynamical process with a noise parameter. Our work therefore favors the evolutionary game theory over the classical game theory for describing the dynamical behavior of the RPS game.
Making Decisions about an Educational Game, Simulation or Workshop: A 'Game Theory' Perspective.
ERIC Educational Resources Information Center
Cryer, Patricia
1988-01-01
Uses game theory to help practitioners make decisions about educational games, simulations, or workshops whose outcomes depend to some extent on chance. Highlights include principles for making decisions involving risk; elementary laws of probability; utility theory; and principles for making decisions involving uncertainty. (eight references)…
Game theory: applications for surgeons and the operating room environment.
McFadden, David W; Tsai, Mitchell; Kadry, Bassam; Souba, Wiley W
2012-11-01
Game theory is an economic system of strategic behavior, often referred to as the "theory of social situations." Very little has been written in the medical literature about game theory or its applications, yet the practice of surgery and the operating room environment clearly involves multiple social situations with both cooperative and non-cooperative behaviors. A comprehensive review was performed of the medical literature on game theory and its medical applications. Definitive resources on the subject were also examined and applied to surgery and the operating room whenever possible. Applications of game theory and its proposed dilemmas abound in the practicing surgeon's world, especially in the operating room environment. The surgeon with a basic understanding of game theory principles is better prepared for understanding and navigating the complex Operating Room system and optimizing cooperative behaviors for the benefit all stakeholders. Copyright © 2012 Mosby, Inc. All rights reserved.
Auction and Game Theory Based Recommendations for DOD Acquisitions
2015-03-24
SPONSORED REPORT SERIES Auction and Game Theory Based Recommendations for DOD Acquisitions 24 March 2015 Justin Blott, 2d Lt; Nicholas...TYPE 3. DATES COVERED 00-00-2015 to 00-00-2015 4. TITLE AND SUBTITLE Auction and Game Theory Based Recommendations for DOD Acquisitions 5a...Postgraduate School Abstract This paper synthesizes auction and game theory literature into specific military acquisition improvement
The temporal derivative of expected utility: a neural mechanism for dynamic decision-making.
Zhang, Xian; Hirsch, Joy
2013-01-15
Real world tasks involving moving targets, such as driving a vehicle, are performed based on continuous decisions thought to depend upon the temporal derivative of the expected utility (∂V/∂t), where the expected utility (V) is the effective value of a future reward. However, the neural mechanisms that underlie dynamic decision-making are not well understood. This study investigates human neural correlates of both V and ∂V/∂t using fMRI and a novel experimental paradigm based on a pursuit-evasion game optimized to isolate components of dynamic decision processes. Our behavioral data show that players of the pursuit-evasion game adopt an exponential discounting function, supporting the expected utility theory. The continuous functions of V and ∂V/∂t were derived from the behavioral data and applied as regressors in fMRI analysis, enabling temporal resolution that exceeded the sampling rate of image acquisition, hyper-temporal resolution, by taking advantage of numerous trials that provide rich and independent manipulation of those variables. V and ∂V/∂t were each associated with distinct neural activity. Specifically, ∂V/∂t was associated with anterior and posterior cingulate cortices, superior parietal lobule, and ventral pallidum, whereas V was primarily associated with supplementary motor, pre and post central gyri, cerebellum, and thalamus. The association between the ∂V/∂t and brain regions previously related to decision-making is consistent with the primary role of the temporal derivative of expected utility in dynamic decision-making. Copyright © 2012 Elsevier Inc. All rights reserved.
The Temporal Derivative of Expected Utility: A Neural Mechanism for Dynamic Decision-making
Zhang, Xian; Hirsch, Joy
2012-01-01
Real world tasks involving moving targets, such as driving a vehicle, are performed based on continuous decisions thought to depend upon the temporal derivative of the expected utility (∂V/∂t), where the expected utility (V) is the effective value of a future reward. However, those neural mechanisms that underlie dynamic decision-making are not well understood. This study investigates human neural correlates of both V and ∂V/∂t using fMRI and a novel experimental paradigm based on a pursuit-evasion game optimized to isolate components of dynamic decision processes. Our behavioral data show that players of the pursuit-evasion game adopt an exponential discounting function, supporting the expected utility theory. The continuous functions of V and ∂V/∂t were derived from the behavioral data and applied as regressors in fMRI analysis, enabling temporal resolution that exceeded the sampling rate of image acquisition, hyper-temporal resolution, by taking advantage of numerous trials that provide rich and independent manipulation of those variables. V and ∂V/∂t were each associated with distinct neural activity. Specifically, ∂V/∂t was associated with anterior and posterior cingulate cortices, superior parietal lobule, and ventral pallidum, whereas V was primarily associated with supplementary motor, pre and post central gyri, cerebellum, and thalamus. The association between the ∂V/∂t and brain regions previously related to decision-making is consistent with the primary role of the temporal derivative of expected utility in dynamic decision-making. PMID:22963852
Just Society as a Fair Game: John Rawls and Game Theory in the 1950s.
Gališanka, Andrius
2017-01-01
I explore the influence of game theory on the political philosopher John Rawls as a way of analyzing the character of his democratic thought. Recent narratives bring Rawls closer to direct democracy as a result of game theory's influence. I argue that game theory prompted creative, organic developments in Rawls's political framework rather than shaping it. It prompted Rawls to emphasize autonomy and fairness, leading him to the analogy between a just society and a fair game. And it prompted thought experiments that analyzed our considered judgments. This was an idealized analysis unconnected to the vision of direct democracy.
Game Engagement Theory and Adult Learning
ERIC Educational Resources Information Center
Whitton, Nicola
2011-01-01
One of the benefits of computer game-based learning is the ability of certain types of game to engage and motivate learners. However, theories of learning and engagement, particularly in the sphere of higher education, typically fail to consider gaming engagement theory. In this article, the author examines the principles of engagement from games…
Computer Game Theories for Designing Motivating Educational Software: A Survey Study
ERIC Educational Resources Information Center
Ang, Chee Siang; Rao, G. S. V. Radha Krishna
2008-01-01
The purpose of this study is to evaluate computer game theories for educational software. We propose a framework for designing engaging educational games based on contemporary game studies which includes ludology and narratology. Ludology focuses on the study of computer games as play and game activities, while narratology revolves around the…
Iyer, Swami; Reyes, Joshua; Killingback, Timothy
2014-01-01
The Traveler's Dilemma game and the Minimum Effort Coordination game are two social dilemmas that have attracted considerable attention due to the fact that the predictions of classical game theory are at odds with the results found when the games are studied experimentally. Moreover, a direct application of deterministic evolutionary game theory, as embodied in the replicator dynamics, to these games does not explain the observed behavior. In this work, we formulate natural variants of these two games as smoothed continuous-strategy games. We study the evolutionary dynamics of these continuous-strategy games, both analytically and through agent-based simulations, and show that the behavior predicted theoretically is in accord with that observed experimentally. Thus, these variants of the Traveler's Dilemma and the Minimum Effort Coordination games provide a simple resolution of the paradoxical behavior associated with the original games. PMID:24709851
Iyer, Swami; Reyes, Joshua; Killingback, Timothy
2014-01-01
The Traveler's Dilemma game and the Minimum Effort Coordination game are two social dilemmas that have attracted considerable attention due to the fact that the predictions of classical game theory are at odds with the results found when the games are studied experimentally. Moreover, a direct application of deterministic evolutionary game theory, as embodied in the replicator dynamics, to these games does not explain the observed behavior. In this work, we formulate natural variants of these two games as smoothed continuous-strategy games. We study the evolutionary dynamics of these continuous-strategy games, both analytically and through agent-based simulations, and show that the behavior predicted theoretically is in accord with that observed experimentally. Thus, these variants of the Traveler's Dilemma and the Minimum Effort Coordination games provide a simple resolution of the paradoxical behavior associated with the original games.
Asymmetric Evolutionary Games.
McAvoy, Alex; Hauert, Christoph
2015-08-01
Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner's Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games.
Spatio-temporal dynamics of security investments in an interdependent risk environment
NASA Astrophysics Data System (ADS)
Shafi, Kamran; Bender, Axel; Zhong, Weicai; Abbass, Hussein A.
2012-10-01
In a globalised world where risks spread through contagion, the decision of an entity to invest in securing its premises from stochastic risks no longer depends solely on its own actions but also on the actions of other interacting entities in the system. This phenomenon is commonly seen in many domains including airline, logistics and computer security and is referred to as Interdependent Security (IDS). An IDS game models this decision problem from a game-theoretic perspective and deals with the behavioural dynamics of risk-reduction investments in such settings. This paper enhances this model and investigates the spatio-temporal aspects of the IDS games. The spatio-temporal dynamics are studied using simple replicator dynamics on a variety of network structures and for various security cost tradeoffs that lead to different Nash equilibria in an IDS game. The simulation results show that the neighbourhood configuration has a greater effect on the IDS game dynamics than network structure. An in-depth empirical analysis of game dynamics is carried out on regular graphs, which leads to the articulation of necessary and sufficient conditions for dominance in IDS games under spatial constraints.
Proton magnetic resonance spectroscopy (MRS) in on-line game addiction
Han, Doug Hyun; Lee, Young Sik; Shi, Xianfeng; Renshaw, Perry F.
2015-01-01
Recent brain imaging studies suggested that both the frontal and temporal cortices are important candidate areas for mediating the symptoms of internet addiction. We hypothesized that deficits of prefrontal and temporal cortical function in patients with on-line game addiction (PGA) would be reflected in decreased levels of N-acetyl aspartate (NAA) and cytosolic, choline containing compound (Cho). Seventy three young PGA and 38 age and sex matched healthy control subjects were recruited in the study. Structural MR and 1H MRS data were acquired using a 3.0 T MRI scanner. Voxels were sequentially placed in right frontal cortex and right medial temporal cortices. In the right frontal cortex, the levels of NAA in PGA were lower than those in healthy controls. In the medial temporal cortex, the levels of Cho in PGA participants were lower than those observed in healthy controls. The Young Internet Addiction Scale (YIAS) scores and perseverative responses in PGA were negatively correlated with the level of NAA in right frontal cortex. The Beck Depressive Inventory (BDI) scores in the PGA cohort were negatively correlated with Cho levels in the right temporal lobe. To the best of our knowledge, this is the first MRS study of individuals with on-line game addiction. Although, the subjects with on-line game addiction in the current study were free from psychiatric co-morbidity, patients with on-line game addiction appear to share characteristics with ADHD and MDD in terms of neurochemical changes in frontal and temporal cortices. PMID:25088284
ERIC Educational Resources Information Center
Gummerum, Michaela; Hanoch, Yaniv; Keller, Monika
2008-01-01
Game theory has been one of the most prominent theories in the social sciences, influencing diverse academic disciplines such as anthropology, biology, economics, and political science. In recent years, economists have employed game theory to investigate behaviors relating to fairness, reciprocity, and trust. Surprisingly, this research has not…
Operation Exodus: The Massacre of 44 Philippine Police Commandos In Mamasapano Clash
2016-09-01
strategic thinking, utilizing Game Theory and Multi-Attribute Decision Making; the combination of these two dynamic tools is used to evaluate their...thinking, utilizing Game Theory and Multi-Attribute Decision Making; the combination of these two dynamic tools is used to evaluate their potential...35 A. GAME THEORETIC APPROACH ......................................................36 B. APPLYING GAME THEORY TO OPLAN: EXODUS
SURVIVABILITY THROUGH OPTIMIZING RESILIENT MECHANISMS (STORM)
2017-04-01
STATEMENT Approved for Public Release; Distribution Unlimited. PA# 88ABW-2017-0894 Date Cleared: 07 Mar 2017 13. SUPPLEMENTARY NOTES 14. ABSTRACT Game ...quantitatively about cyber-attacks. Game theory is the branch of applied mathematics that formalizes strategic interaction among intelligent rational agents...mechanism based on game theory. This work has applied game theory to numerous cyber security problems: cloud security, cyber threat information sharing
ERIC Educational Resources Information Center
Haagsma, Maria C.; King, Daniel L.; Pieterse, Marcel E.; Peters, Oscar
2013-01-01
Although excessive video gaming has been linked to a range of psychological problems in young people, there have been few systematic attempts to conceptualize problem gaming using established psychological theory. The aim of this study was to examine problematic game use (PGU) using the Theory of Planned Behavior (TPB). A two-wave, six-month…
NASA Astrophysics Data System (ADS)
Hsu, Fei-Man; Chen, Pao-Yang
2017-03-01
Von Neumann and Morgenstern published the Theory of Games and Economic Behavior in 1944, describing game theory as a model in which intelligent rational decision-makers manage to find their best strategies in conflict, cooperative or other mutualistic relationships to acquire the greatest benefit [1]. This model was subsequently incorporated in ecology to simulate the ;fitness; of a species during natural selection, designated evolutionary game theory (EGT) [2]. Wang et al. proposed ;epiGame;, taking paternal and maternal genomes as ;intelligent; players that compete, cooperate or both during embryogenesis to maximize the fitness of the embryo [3]. They further extended game theory to an individual or single cell environment. During early zygote development, DNA methylation is reprogrammed such that the paternal genome is demethylated before the maternal genome. After the reset, the blastocyst is re-methylated during embryogenesis. At that time, the paternal and maternal genomes have a conflict of interest related to the expression of their own genes. The proposed epiGame models such interactive regulation between the parental genomes to reach a balance for embryo development (equation (2)).
What Information Theory Says about Bounded Rational Best Response
NASA Technical Reports Server (NTRS)
Wolpert, David H.
2005-01-01
Probability Collectives (PC) provides the information-theoretic extension of conventional full-rationality game theory to bounded rational games. Here an explicit solution to the equations giving the bounded rationality equilibrium of a game is presented. Then PC is used to investigate games in which the players use bounded rational best-response strategies. Next it is shown that in the continuum-time limit, bounded rational best response games result in a variant of the replicator dynamics of evolutionary game theory. It is then shown that for team (shared-payoff) games, this variant of replicator dynamics is identical to Newton-Raphson iterative optimization of the shared utility function.
The promotion of cooperation by the poor in dynamic chicken games
NASA Astrophysics Data System (ADS)
Ito, Hiromu; Katsumata, Yuki; Hasegawa, Eisuke; Yoshimura, Jin
2017-02-01
The evolution of cooperative behavior is one of the most important issues in game theory. Previous studies have shown that cooperation can evolve only under highly limited conditions, and various modifications have been introduced to games to explain the evolution of cooperation. Recently, a utility function basic to game theory was shown to be dependent on current wealth as a conditional (state) variable in a dynamic version of utility theory. Here, we introduce this dynamic utility function to several games. Under certain conditions, poor players exhibit cooperative behavior in two types of chicken games (the hawk-dove game and the snowdrift game) but not in the prisoner’s dilemma game and the stag hunt game. This result indicates that cooperation can be exhibited by the poor in some chicken games. Thus, the evolution of cooperation may not be as limited as has been suggested in previous studies.
What Information Theory Says About Best Response and About Binding Contracts
NASA Technical Reports Server (NTRS)
Wolpert, David H.
2004-01-01
Product Distribution (PD) theory is the information-theoretic extension of conventional full- rationality game theory to bounded rational games. Here PD theory is used to investigate games in which the players use bounded rational best-response strategies. This investigation illuminates how to determine the optimal organization chart for a corporation, or more generally how to order the sequence of moves of the players / employees so as to optimize an overall objective function. It is then shown that in the continuum-time limit, bounded rational best response games result in a variant of the replicator dynamics of evolutionary game theory. This variant is then investigated for team games, in which the players share the same utility function, by showing that such continuum- limit bounded rational best response is identical to Newton-Raphson iterative optimization of the shared utility function. Next PD theory is used to investigate changing the coordinate system of the game, i.e., changing the mapping from the joint move of the players to the arguments in the utility functions. Such a change couples those arguments, essentially by making each players move be an offered binding contract.
Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena
NASA Astrophysics Data System (ADS)
Corredor, Javier; Gaydos, Matthew; Squire, Kurt
2014-06-01
This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that requires players to control the behavior of a virus and interact with cell structures in a way that resembles the actual behavior of biological agents. The evaluation of the video game presented here aims at showing that video games have representational advantages that facilitate the construction of dynamic mental models. Ultimately, the article shows that when video game's characteristics come in contact with expert knowledge during game design, the game becomes an excellent medium for supporting the learning of disciplinary content related to dynamic processes. In particular, results show that students who participated in a game-based intervention aimed at teaching biology described a higher number of temporal-dependent interactions as measured by the coding of verbal protocols and drawings than students who used texts and diagrams to learn the same topic.
Communication Games Reveal Preparation Contextuality.
Hameedi, Alley; Tavakoli, Armin; Marques, Breno; Bourennane, Mohamed
2017-12-01
A communication game consists of distributed parties attempting to jointly complete a task with restricted communication. Such games are useful tools for studying limitations of physical theories. A theory exhibits preparation contextuality whenever its predictions cannot be explained by a preparation noncontextual model. Here, we show that communication games performed in operational theories reveal the preparation contextuality of that theory. For statistics obtained in a particular family of communication games, we show a direct correspondence with correlations in spacelike separated events obeying the no-signaling principle. Using this, we prove that all mixed quantum states of any finite dimension are preparation contextual. We report on an experimental realization of a communication game involving three-level quantum systems from which we observe a strong violation of the constraints of preparation noncontextuality.
Communication Games Reveal Preparation Contextuality
NASA Astrophysics Data System (ADS)
Hameedi, Alley; Tavakoli, Armin; Marques, Breno; Bourennane, Mohamed
2017-12-01
A communication game consists of distributed parties attempting to jointly complete a task with restricted communication. Such games are useful tools for studying limitations of physical theories. A theory exhibits preparation contextuality whenever its predictions cannot be explained by a preparation noncontextual model. Here, we show that communication games performed in operational theories reveal the preparation contextuality of that theory. For statistics obtained in a particular family of communication games, we show a direct correspondence with correlations in spacelike separated events obeying the no-signaling principle. Using this, we prove that all mixed quantum states of any finite dimension are preparation contextual. We report on an experimental realization of a communication game involving three-level quantum systems from which we observe a strong violation of the constraints of preparation noncontextuality.
Negotiation in the Operational Environment
2012-12-06
sentence. The question then becomes what to do? See Robert Axelrod , The Evolution of Cooperation (New York: Basic Books, 1984) and S. J . Brams, Game...33 Robert Axelrod , The Evolution of Cooperation (New York: Basic Books, 1984); S. J . Brams, Game Theory and...1944). 27 Ibid.,75-100. 28 Steven J . Brams, Game Theory and Politics (Mineola, NY: Dover Publications Inc., 1975); and, Morton D. Davis, Game Theory
Active Learning with Monty Hall in a Game Theory Class
ERIC Educational Resources Information Center
Brokaw, Alan J.; Merz, Thomas E.
2004-01-01
The authors describe a game that students can play on the first day of a game theory class. The game introduces the 4 essential elements of any game and is designed so that its sequel, also played on the first day of class, has students playing the well-known Monty Hall game, which raises the question: Should you switch doors? By implementing a…
"Depletion": A Game with Natural Rules for Teaching Reaction Rate Theory.
ERIC Educational Resources Information Center
Olbris, Donald J.; Herzfeld, Judith
2002-01-01
Depletion is a game that reinforces central concepts of reaction rate theory through simulation. Presents the game with a set of follow-up questions suitable for either a quiz or discussion. Also describes student reaction to the game. (MM)
Improving Preschoolers' Theory of Mind Skills with Digital Games: A Training Study
ERIC Educational Resources Information Center
Nikolayev, Mariya
2015-01-01
This single-subject research study examined functional relation between digital games enriched with voice-overs and theory of mind (ToM) when game play was either followed or not followed by a discussion focused on the game's content. The study employed multiple baseline design across participants to evaluate the effects of games with mental state…
Linking Pedagogical Theory of Computer Games to their Usability
ERIC Educational Resources Information Center
Ang, Chee Siang; Avni, Einav; Zaphiris, Panayiotis
2008-01-01
This article reviews a range of literature of computer games and learning theories and attempts to establish a link between them by proposing a typology of games which we use as a new usability measure for the development of guidelines for game-based learning. First, we examine game literature in order to understand the key elements that…
ERIC Educational Resources Information Center
Shor, Mikhael
2003-01-01
States making game theory relevant and accessible to students is challenging. Describes the primary goal of GameTheory.net is to provide interactive teaching tools. Indicates the site strives to unite educators from economics, political and computer science, and ecology by providing a repository of lecture notes and tests for courses using…
McAvoy, Alex; Hauert, Christoph
2015-01-01
Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner’s Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games. PMID:26308326
Differences in game reading between selected and non-selected youth soccer players.
Den Hartigh, Ruud J R; Van Der Steen, Steffie; Hakvoort, Bas; Frencken, Wouter G P; Lemmink, Koen A P M
2018-02-01
Applying an established theory of cognitive development-Skill Theory-the current study compares the game-reading skills of youth players selected for a soccer school of a professional soccer club (n = 49) and their non-selected peers (n = 38). Participants described the actions taking place in videos of soccer game plays, and their verbalisations were coded using Skill Theory. Compared to the non-selected players, the selected players generally demonstrated higher levels of complexity in their game-reading, and structured the information of game elements-primarily the player, teammate and field-at higher complexity levels. These results demonstrate how Skill Theory can be used to assess, and distinguish game-reading of youth players with different expertise, a skill important for soccer, but also for other sports.
On Tradeoffs between Trust and Survivability using a Game Theoretic Approach
2016-04-13
On Tradeoffs between Trust and Survivability using a Game Theoretic Approach Jin-Hee Cho and Ananthram Swami U.S. Army Research Laboratory...introduces a game theoretic approach, namely Aoyagi’s game theory based on positive collusion of players. This approach improves group trust by...communication and networking field [17]. We employ a game theoretic approach, namely Aoyagi’s game theory [2], to introduce the concept of positive
Proton magnetic resonance spectroscopy (MRS) in on-line game addiction.
Han, Doug Hyun; Lee, Young Sik; Shi, Xianfeng; Renshaw, Perry F
2014-11-01
Recent brain imaging studies suggested that both the frontal and temporal cortices are important candidate areas for mediating the symptoms of internet addiction. We hypothesized that deficits of prefrontal and temporal cortical function in patients with on-line game addiction (PGA) would be reflected in decreased levels of N-acetyl aspartate (NAA) and cytosolic, choline containing compound (Cho). Seventy three young PGA and 38 age and sex matched healthy control subjects were recruited in the study. Structural MR and (1)H MRS data were acquired using a 3.0 T MRI scanner. Voxels were sequentially placed in right frontal cortex and right medial temporal cortices. In the right frontal cortex, the levels of NAA in PGA were lower than those in healthy controls. In the medial temporal cortex, the levels of Cho in PGA participants were lower than those observed in healthy controls. The Young Internet Addiction Scale (YIAS) scores and perseverative responses in PGA were negatively correlated with the level of NAA in right frontal cortex. The Beck Depressive Inventory (BDI) scores in the PGA cohort were negatively correlated with Cho levels in the right temporal lobe. To the best of our knowledge, this is the first MRS study of individuals with on-line game addiction. Although, the subjects with on-line game addiction in the current study were free from psychiatric co-morbidity, patients with on-line game addiction appear to share characteristics with ADHD and MDD in terms of neurochemical changes in frontal and temporal cortices. Copyright © 2014 Elsevier Ltd. All rights reserved.
Stochastic game theory: for playing games, not just for doing theory.
Goeree, J K; Holt, C A
1999-09-14
Recent theoretical advances have dramatically increased the relevance of game theory for predicting human behavior in interactive situations. By relaxing the classical assumptions of perfect rationality and perfect foresight, we obtain much improved explanations of initial decisions, dynamic patterns of learning and adjustment, and equilibrium steady-state distributions.
Cognitive behavioral game design: a unified model for designing serious games
Starks, Katryna
2014-01-01
Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner’s (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games. PMID:24550858
Cognitive behavioral game design: a unified model for designing serious games.
Starks, Katryna
2014-01-01
Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.
Game Theory in the Social Studies Classroom
ERIC Educational Resources Information Center
Vesperman, Dean Patrick; Clark, Chris H.
2016-01-01
This article explores using game theory in social studies classrooms as a heuristic to aid students in understanding strategic decision making. The authors provide examples of several simple games teachers can use. Next, we address how to help students design their own simple (2 × 2) games.
A quantum extension to inspection game
NASA Astrophysics Data System (ADS)
Deng, Xinyang; Deng, Yong; Liu, Qi; Chang, Shuhua; Wang, Zhen
2016-06-01
Quantum game theory is a new interdisciplinary field between game theory and system engineering research. In this paper, we extend the classical inspection game into a quantum game version by quantizing the strategy space and importing entanglement between players. Our results show that the quantum inspection game has various Nash equilibria depending on the initial quantum state of the game. It is also shown that quantization can respectively help each player to increase his own payoff, yet fails to bring Pareto improvement for the collective payoff in the quantum inspection game.
Sockolow, Paulina; Joppa, Meredith; Zhu, Jichen
2018-01-01
Adolescent sexual risk behavior (SRB), a major public health problem affects urban Black adolescent girls increasing their health disparities and risks for sexually transmitted infections. Collaborating with these adolescents, we designed a game for smartphones that incorporates elements of trauma-informed care and social cognitive theory to reduce SRB. Game researchers promote use of a comprehensive, multipurpose framework for development and evaluation of games for health applications. Our first game development step was framework selection and measurable health outcomes identification. Literature search identified two health game frameworks, both incorporating pedagogical theory, learning theory, and gaming requirements. Arnab used the IM + LM-GM framework to develop and implement a game in a school intervention program. Yusoff's framework was developed for use during game design. We investigated concordance and discordance between our SRB game design characteristics and each framework's components. Findings indicated Arnab's framework was sufficiently comprehensive to guide development of our game and outcome measure selection.
Game theory and plant ecology.
McNickle, Gordon G; Dybzinski, Ray
2013-04-01
The fixed and plastic traits possessed by a plant, which may be collectively thought of as its strategy, are commonly modelled as density-independent adaptations to its environment. However, plant strategies may also represent density- or frequency-dependent adaptations to the strategies used by neighbours. Game theory provides the tools to characterise such density- and frequency-dependent interactions. Here, we review the contributions of game theory to plant ecology. After briefly reviewing game theory from the perspective of plant ecology, we divide our review into three sections. First, game theoretical models of allocation to shoots and roots often predict investment in those organs beyond what would be optimal in the absence of competition. Second, game theoretical models of enemy defence suggest that an individual's investment in defence is not only a means of reducing its own tissue damage but also a means of deflecting enemies onto competitors. Finally, game theoretical models of trade with mutualistic partners suggest that the optimal trade may reflect competition for access to mutualistic partners among plants. In short, our review provides an accessible entrance to game theory that will help plant ecologists enrich their research with its worldview and existing predictions. © 2013 Blackwell Publishing Ltd/CNRS.
Detection of Ludic Patterns in Two Triadic Motor Games and Differences in Decision Complexity
Aguilar, Miguel Pic; Navarro-Adelantado, Vicente; Jonsson, Gudberg K.
2018-01-01
The triad is a particular structure in which an ambivalent social relationship takes place. This work is focused on the search of behavioral regularities in the practice of motor games in triad, which is a little known field. For the detection of behavioral patterns not visible to the naked eye, we use Theme. A chasing games model was followed, with rules, and in two different structures (A↔B↔C↔A and A → B → C → A) on four class groups (two for each structure), for a total of 84, 12, and 13 year old secondary school students, 37 girls (44%) and 47 boys (56%). The aim was to examine if the players' behavior, in relation to the triad structure, matches with any ludic behavior patterns. An observational methodology was applied, with a nomothetic, punctual and multidimensional design. The intra and inter-evaluative correlation coefficients and the generalizability theory ensured the quality of the data. A mixed behavioral role system was used (four criteria and 15 categories), and the pattern detection software Theme was applied to detect temporal regularities in the order of event occurrences. The results show that time location of motor responses in triad games was not random. In the “maze” game we detected more complex ludic patterns than the “three fields” game, which might be explained by means of structural determinants such as circulation. This research points out the decisional complexity in motor games, and it confirms the differences among triads from the point of view of motor communication. PMID:29354084
Quantum market games: implementing tactics via measurements
NASA Astrophysics Data System (ADS)
Pakula, I.; Piotrowski, E. W.; Sladkowski, J.
2006-02-01
A major development in applying quantum mechanical formalism to various fields has been made during the last few years. Quantum counterparts of Game Theory, Economy, as well as diverse approaches to Quantum Information Theory have been found and currently are being explored. Using connections between Quantum Game Theory and Quantum Computations, an application of the universality of a measurement based computation in Quantum Market Theory is presented.
Nakatani, Hironori; Yamaguchi, Yoko
2014-01-01
Experts have the superior cognitive capability of quickly understanding complex information in their domain; however, little is known about the neural processes underlying this ability. Here, using a board game named shogi (Japanese chess), we investigated the brain activity in expert players that was involved in their quick understanding of board-game patterns. The frontal area responded only to meaningful game positions, whereas the temporal area responded to both game and random positions with the same latency (200 ms). Subsequent to these quick responses, the temporal and parietal areas responded only to game positions, with a latency of 700 ms. During the responses, enhanced phase synchronization between these areas was observed. Thus, experts first responded to global cognitive information that was specific to game positions and to local cognitive information that was common to game and random positions concurrently. These types of information were integrated via neural synchronization at the posterior areas. As these properties were specific to experts, much of the experts' advantage in understanding game positions occurred within 1 s of perception. PMID:25081320
A pilot randomized, controlled trial of an active video game physical activity intervention.
Peng, Wei; Pfeiffer, Karin A; Winn, Brian; Lin, Jih-Hsuan; Suton, Darijan
2015-12-01
Active video games (AVGs) transform the sedentary screen time of video gaming into active screen time and have great potential to serve as a "gateway" tool to a more active lifestyle for the least active individuals. This pilot randomized trial was conducted to explore the potential of theory-guided active video games in increasing moderate-to-vigorous physical activity (MVPA) among young adults. In this pilot 4-week intervention, participants were randomly assigned to 1 of the following groups: an AVG group with all the self determination theory (SDT)-based game features turned off, an AVG group with all the SDT-based game features turned on, a passive gameplay group with all the SDT-based game features turned on, and a control group. Physical activity was measured using ActiGraph GT3X accelerometers. Other outcomes included attendance and perceived need satisfaction of autonomy, competence and relatedness. It was found that playing the self-determination theory supported AVG resulted in greater MVPA compared with the control group immediately postintervention. The AVG with the theory-supported features also resulted in greater attendance and psychological need satisfaction than the non-theory-supported one. An AVG designed with motivation theory informed features positively impacted attendance and MVPA immediately postintervention, suggesting that including AVG features guided with motivation theory may be a method of addressing common problems with adherence and increasing effectiveness of active gaming. (PsycINFO Database Record (c) 2015 APA, all rights reserved).
ERIC Educational Resources Information Center
Williams, Miriam F.
2012-01-01
The author uses game theoretical models to identify technical communication breakdowns encountered during the notoriously confusing Texas Two-Step voting and caucusing process. Specifically, the author uses narrative theory and game theory to highlight areas where caucus participants needed instructions to better understand the rules of the game…
Using Game Theory and the Bible to Build Critical Thinking Skills
ERIC Educational Resources Information Center
McCannon, Bryan C.
2007-01-01
The author describes a course designed to build the critical thinking skills of undergraduate economics students. The course introduces and uses game theory to study the Bible. Students gain experience using game theory to formalize events and, by drawing parallels between the Bible and common economic concepts, illustrate the pervasiveness of…
NASA Astrophysics Data System (ADS)
Zheng, Xiu-Deng; Tao, Yi
2017-03-01
The evolutionary significance of the interaction between paternal and maternal genomes in fertilized zygotes is a very interesting and challenging question. Wang et al. developed the concept of epigenetic game theory, and they try to use this concept to explain the interaction between paternal and maternal genomes in fertilized zygotes [1]. They emphasize that the embryogenesis can be considered as an ecological system in which two highly distinct and specialized gametes coordinate through either cooperation or competition, or both, to maximize the fitness of embryos under Darwinian selection. More specifically, they integrate game theory to model the pattern of coordination of paternal genome and maternal genomes mediated by DNA methylation dynamics, and they called this epigenetic game theory.
Using Game Theory Techniques and Concepts to Develop Proprietary Models for Use in Intelligent Games
ERIC Educational Resources Information Center
Christopher, Timothy Van
2011-01-01
This work is about analyzing games as models of systems. The goal is to understand the techniques that have been used by game designers in the past, and to compare them to the study of mathematical game theory. Through the study of a system or concept a model often emerges that can effectively educate students about making intelligent decisions…
Game relativity: how context influences strategic decision making.
Vlaev, Ivo; Chater, Nick
2006-01-01
Existing models of strategic decision making typically assume that only the attributes of the currently played game need be considered when reaching a decision. The results presented in this article demonstrate that the so-called "co-operativeness" of the previously played prisoner's dilemma games influence choices and predictions in the current prisoner's dilemma game, which suggests that games are not considered independently. These effects involved reinforcement-based assimilation to the previous choices and also a perceptual contrast of the present game with preceding games, depending on the range and the rank of their co-operativeness. A. Parducci's (1965) range frequency theory and H. Helson's (1964) adaptation level theory are plausible theories of relative judgment of magnitude information, which could provide an account of these context effects. ((c) 2006 APA, all rights reserved).
Conlin, Peter L; Chandler, Josephine R; Kerr, Benjamin
2014-10-01
In this review, we demonstrate how game theory can be a useful first step in modeling and understanding interactions among bacteria that produce and resist antibiotics. We introduce the basic features of evolutionary game theory and explore model microbial systems that correspond to some classical games. Each game discussed defines a different category of social interaction with different resulting population dynamics (exclusion, coexistence, bistability, cycling). We then explore how the framework can be extended to incorporate some of the complexity of natural microbial communities. Overall, the game theoretical perspective helps to guide our expectations about the evolution of some forms of antibiotic resistance and production because it makes clear the precise nature of social interaction in this context. Copyright © 2014 Elsevier Ltd. All rights reserved.
Stability of Zero-Sum Games in Evolutionary Game Theory
NASA Astrophysics Data System (ADS)
Knebel, Johannes; Krueger, Torben; Weber, Markus F.; Frey, Erwin
2014-03-01
Evolutionary game theory has evolved into a successful theoretical concept to study mechanisms that govern the evolution of ecological communities. On a mathematical level, this theory was formalized in the framework of the celebrated replicator equations (REs) and its stochastic generalizations. In our work, we analyze the long-time behavior of the REs for zero-sum games with arbitrarily many strategies, which are generalized versions of the children's game Rock-Paper-Scissors.[1] We demonstrate how to determine the strategies that survive and those that become extinct in the long run. Our results show that extinction of strategies is exponentially fast in generic setups, and that conditions for the survival can be formulated in terms of the Pfaffian of the REs' antisymmetric payoff matrix. Consequences for the stochastic dynamics, which arise in finite populations, are reflected by a generalized scaling law for the extinction time in the vicinity of critical reaction rates. Our findings underline the relevance of zero-sum games as a reference for the analysis of other models in evolutionary game theory.
The replicator equation and other game dynamics
Cressman, Ross; Tao, Yi
2014-01-01
The replicator equation is the first and most important game dynamics studied in connection with evolutionary game theory. It was originally developed for symmetric games with finitely many strategies. Properties of these dynamics are briefly summarized for this case, including the convergence to and stability of the Nash equilibria and evolutionarily stable strategies. The theory is then extended to other game dynamics for symmetric games (e.g., the best response dynamics and adaptive dynamics) and illustrated by examples taken from the literature. It is also extended to multiplayer, population, and asymmetric games. PMID:25024202
Climate change and game theory.
Wood, Peter John
2011-02-01
This paper examines the problem of achieving global cooperation to reduce greenhouse gas emissions. Contributions to this problem are reviewed from noncooperative game theory, cooperative game theory, and implementation theory. We examine the solutions to games where players have a continuous choice about how much to pollute, as well as games where players make decisions about treaty participation. The implications of linking cooperation on climate change with cooperation on other issues, such as trade, are also examined. Cooperative and noncooperative approaches to coalition formation are investigated in order to examine the behavior of coalitions cooperating on climate change. One way to achieve cooperation is to design a game, known as a mechanism, whose equilibrium corresponds to an optimal outcome. This paper examines some mechanisms that are based on conditional commitments, and their policy implications. These mechanisms could make cooperation on climate change mitigation more likely. © 2011 New York Academy of Sciences.
Wan, Chin-Sheng; Chiou, Wen-Bin
2006-06-01
Obviously, the negative impact of online games has received much attention as well as having become a popular research topic. This research explored, from flow theory and humanistic needs theory, the psychological motivations of Taiwanese adolescents who are addicted to online games. The purpose of Study 1 was to investigate the relationship between players' flow state and their online games addiction. The results indicated that flow state was negatively correlated with addictive inclination and it was not a significant predictor for players' subsequent additive inclination. Findings also revealed that the addicts' flow state was significantly lower than the nonaddicts. Thus, flow state might not be the key psychological mechanism of players' addiction. In Study 2, the results showed that the psychological needs of players of online games were close to the two-factor theory which depicts satisfaction and dissatisfaction dimensions. Addicted players' need-gratification was similar to the feature of dissatisfactory factor. That is, the absence of playing online games is more likely to generate sense of dissatisfaction; the addicts' compulsive use of online games seems to stem from the relief of dissatisfaction rather than the pursuit of satisfaction. In contrast, online games tend to provide the nonaddicts with a sense of satisfaction rather than a sense of dissatisfaction.
Laffaye, Guillaume; Phomsoupha, Michael; Dor, Frédéric
2015-09-01
The goal of this study was to analyze, through a longitudinal study, the Olympic Badminton Men's singles finals from the Barcelona Games (1992) to the London Games (2012) to assess some changes of the Badminton game characteristics. Six Olympic finals have been analyzed based on the official video of the Olympic Games (OG) through the temporal structure and with a notational approach. In total, 537 rallies and 5537 strokes have been analyzed. The results show a change in the game's temporal structure: a significant difference in the rally time, rest time and number of shots per rally (all p<0.0001; 0.09 < η(2) < 0.16). Moreover, the shot frequency shows a 34.0% increase (p<0.000001; η(2) = 0.17), whereas the work density revealed a 58.2% decrease (from 78% to 30.8%) as well as the effective playing time (-34.5% from 34.7±1.4% to 22.7±1.4%). This argues for an increase in the intensity of the game and a necessity for the player to use a longer resting time to recover. Lastly, the strokes distribution and the percentage of unforced and forced mistakes did not show any differences throughout the OG analysis, except for the use of the clear. This results impact on the way the training of Badminton players should be designed, especially in the temporal structure and intensity. Key pointsBadminton game has become faster, with an important increase in the shot frequency (+34%)The effective playing time has decreased between first to last Olympic Games (-34.5%)The strokes distribution and the percentage of unforced and forced errors show no differences through the OG analysis, except for the use of the clear.
Monitoring the early signs of cognitive decline in elderly by computer games: an MRI study.
Sirály, Enikő; Szabó, Ádám; Szita, Bernadett; Kovács, Vivienne; Fodor, Zsuzsanna; Marosi, Csilla; Salacz, Pál; Hidasi, Zoltán; Maros, Viktor; Hanák, Péter; Csibri, Éva; Csukly, Gábor
2015-01-01
It is anticipated that current and future preventive therapies will likely be more effective in the early stages of dementia, when everyday functioning is not affected. Accordingly the early identification of people at risk is particularly important. In most cases, when subjects visit an expert and are examined using neuropsychological tests, the disease has already been developed. Contrary to this cognitive games are played by healthy, well functioning elderly people, subjects who should be monitored for early signs. Further advantages of cognitive games are their accessibility and their cost-effectiveness. The aim of the investigation was to show that computer games can help to identify those who are at risk. In order to validate games analysis was completed which measured the correlations between results of the 'Find the Pairs' memory game and the volumes of the temporal brain regions previously found to be good predictors of later cognitive decline. 34 healthy elderly subjects were enrolled in the study. The volume of the cerebral structures was measured by MRI. Cortical reconstruction and volumetric segmentation were performed by Freesurfer. There was a correlation between the number of attempts and the time required to complete the memory game and the volume of the entorhinal cortex, the temporal pole, and the hippocampus. There was also a correlation between the results of the Paired Associates Learning (PAL) test and the memory game. The results gathered support the initial hypothesis that healthy elderly subjects achieving lower scores in the memory game have increased level of atrophy in the temporal brain structures and showed a decreased performance in the PAL test. Based on these results it can be concluded that memory games may be useful in early screening for cognitive decline.
Game Theory Paradigm: A New Tool for Investigating Social Dysfunction in Major Depressive Disorders
Wang, Yun; Yang, Liu-Qing; Li, Shu; Zhou, Yuan
2015-01-01
Social dysfunction is a prominent source of distress and disability in patients with major depressive disorder (MDD) but is commonly omitted from current clinical studies, although some researchers propose an evolutionary strategy to understand these negative outcomes. Limited knowledge about the neural basis of social dysfunction in MDD results from traditional paradigms, which lack insights into social interactions. Game theoretical modeling offers a new tool for investigating social-interaction impairments in neuropsychiatric disorders. This review first introduces three widely used games from game theory and the major behavioral and neuroimaging findings obtained using these games in healthy populations. We also address the factors that modulate behaviors in games and their neural bases. We then summarize the current findings obtained by using these games in depressed patients and discuss the clinical implications of these abnormal game behaviors. Finally, we briefly discuss future prospects that may further elucidate the clinical use of a game theory paradigm in MDD. PMID:26441689
Game Theory Paradigm: A New Tool for Investigating Social Dysfunction in Major Depressive Disorders.
Wang, Yun; Yang, Liu-Qing; Li, Shu; Zhou, Yuan
2015-01-01
Social dysfunction is a prominent source of distress and disability in patients with major depressive disorder (MDD) but is commonly omitted from current clinical studies, although some researchers propose an evolutionary strategy to understand these negative outcomes. Limited knowledge about the neural basis of social dysfunction in MDD results from traditional paradigms, which lack insights into social interactions. Game theoretical modeling offers a new tool for investigating social-interaction impairments in neuropsychiatric disorders. This review first introduces three widely used games from game theory and the major behavioral and neuroimaging findings obtained using these games in healthy populations. We also address the factors that modulate behaviors in games and their neural bases. We then summarize the current findings obtained by using these games in depressed patients and discuss the clinical implications of these abnormal game behaviors. Finally, we briefly discuss future prospects that may further elucidate the clinical use of a game theory paradigm in MDD.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bond, Alan; Research Unit for Environmental Sciences and Management, North-West University; Pope, Jenny
Game theory provides a useful theoretical framework to examine the decision process operating in the context of environmental assessment, and to examine the rationality and legitimacy of decision-making subject to Environmental Assessment (EA). The research uses a case study of the Environmental Impact Assessment and Sustainability Appraisal processes undertaken in England. To these are applied an analytical framework, based on the concept of decision windows to identify the decisions to be assessed. The conditions for legitimacy are defined, based on game theory, in relation to the timing of decision information, the behaviour type (competitive, reciprocal, equity) exhibited by the decisionmore » maker, and the level of public engagement; as, together, these control the type of rationality which can be brought to bear on the decision. Instrumental rationality is based on self-interest of individuals, whereas deliberative rationality seeks broader consensus and is more likely to underpin legitimate decisions. The results indicate that the Sustainability Appraisal process, conducted at plan level, is better than EIA, conducted at project level, but still fails to provide conditions that facilitate legitimacy. Game theory also suggests that Sustainability Appraisal is likely to deliver ‘least worst’ outcomes rather than best outcomes when the goals of the assessment process are considered; this may explain the propensity of such ‘least worst’ decisions in practise. On the basis of what can be learned from applying this game theory perspective, it is suggested that environmental assessment processes need to be redesigned and better integrated into decision making in order to guarantee the legitimacy of the decisions made. - Highlights: • Decision legitimacy is defined in terms of game theory. • Game theory is applied to EIA and SA decision windows. • Game theory suggests least worst outcomes prevail. • SA is more likely to be perceived legitimate than EIA.« less
Stochastic evolutionary dynamics in minimum-effort coordination games
NASA Astrophysics Data System (ADS)
Li, Kun; Cong, Rui; Wang, Long
2016-08-01
The minimum-effort coordination game draws recently more attention for the fact that human behavior in this social dilemma is often inconsistent with the predictions of classical game theory. Here, we combine evolutionary game theory and coalescence theory to investigate this game in finite populations. Both analytic results and individual-based simulations show that effort costs play a key role in the evolution of contribution levels, which is in good agreement with those observed experimentally. Besides well-mixed populations, set structured populations have also been taken into consideration. Therein we find that large number of sets and moderate migration rate greatly promote effort levels, especially for high effort costs.
Nash Equilibria in Theory of Reasoned Action
NASA Astrophysics Data System (ADS)
Almeida, Leando; Cruz, José; Ferreira, Helena; Pinto, Alberto Adrego
2009-08-01
Game theory and Decision Theory have been applied to many different areas such as Physics, Economics, Biology, etc. In its application to Psychology, we introduce, in the literature, a Game Theoretical Model of Planned Behavior or Reasoned Action by establishing an analogy between two specific theories. In this study we take in account that individual decision-making is an outcome of a process where group decisions can determine individual probabilistic behavior. Using Game Theory concepts, we describe how intentions can be transformed in behavior and according to the Nash Equilibrium, this process will correspond to the best individual decision/response taking in account the collective response. This analysis can be extended to several examples based in the Game Theoretical Model of Planned Behavior or Reasoned Action.
Reflexive Control in Operational Art: Designing Emergent Opportunity in the Vicksburg Campaign
2017-05-25
relating to game theory and deception. This theory relates to a human phenomenon not strictly tied to any specific systems or actors at any level of war... game theory.10 It is worth emphasizing that reflexive control theory is neither synonymous with, nor did it evolve specifically from, maskirovka or... Game of ? And ?," edited by Chet Richards and Chuck Spinney (Defense and the National Interest, 2006). 19 Field Manual 6-0, Mission Command
Parietal and temporal activity during a multimodal dance video game: an fNIRS study.
Tachibana, Atsumichi; Noah, J Adam; Bronner, Shaw; Ono, Yumie; Onozuka, Minoru
2011-10-03
Using functional near infrared spectroscopy (fNIRS) we studied how playing a dance video game employs coordinated activation of sensory-motor integration centers of the superior parietal lobe (SPL) and superior temporal gyrus (STG). Subjects played a dance video game, in a block design with 30s of activity alternating with 30s of rest, while changes in oxy-hemoglobin (oxy-Hb) levels were continuously measured. The game was modified to compare difficult (4-arrow), simple (2-arrow), and stepping conditions. Oxy-Hb levels were greatest with increased task difficulty. The quick-onset, trapezoidal time-course increase in SPL oxy-Hb levels reflected the on-off neuronal response of spatial orienting and rhythmic motor timing that were required during the activity. Slow-onset, bell-shaped increases in oxy-Hb levels observed in STG suggested the gradually increasing load of directing multisensory information to downstream processing centers associated with motor behavior and control. Differences in temporal relationships of SPL and STG oxy-Hb concentration levels may reflect the functional roles of these brain structures during the task period. NIRS permits insights into temporal relationships of cortical hemodynamics during real motor tasks. Copyright © 2011 Elsevier Ireland Ltd. All rights reserved.
Mentalizing and motivation neural function during social interactions in autism spectrum disorders☆
Assaf, Michal; Hyatt, Christopher J.; Wong, Christina G.; Johnson, Matthew R.; Schultz, Robert T.; Hendler, Talma; Pearlson, Godfrey D.
2013-01-01
Autism Spectrum Disorders (ASDs) are characterized by core deficits in social functions. Two theories have been suggested to explain these deficits: mind-blindness theory posits impaired mentalizing processes (i.e. decreased ability for establishing a representation of others' state of mind), while social motivation theory proposes that diminished reward value for social information leads to reduced social attention, social interactions, and social learning. Mentalizing and motivation are integral to typical social interactions, and neuroimaging evidence points to independent brain networks that support these processes in healthy individuals. However, the simultaneous function of these networks has not been explored in individuals with ASDs. We used a social, interactive fMRI task, the Domino game, to explore mentalizing- and motivation-related brain activation during a well-defined interval where participants respond to rewards or punishments (i.e. motivation) and concurrently process information about their opponent's potential next actions (i.e. mentalizing). Thirteen individuals with high-functioning ASDs, ages 12–24, and 14 healthy controls played fMRI Domino games against a computer-opponent and separately, what they were led to believe was a human-opponent. Results showed that while individuals with ASDs understood the game rules and played similarly to controls, they showed diminished neural activity during the human-opponent runs only (i.e. in a social context) in bilateral middle temporal gyrus (MTG) during mentalizing and right Nucleus Accumbens (NAcc) during reward-related motivation (Pcluster < 0.05 FWE). Importantly, deficits were not observed in these areas when playing against a computer-opponent or in areas related to motor and visual processes. These results demonstrate that while MTG and NAcc, which are critical structures in the mentalizing and motivation networks, respectively, activate normally in a non-social context, they fail to respond in an otherwise identical social context in ASD compared to controls. We discuss implications to both the mind-blindness and social motivation theories of ASD and the importance of social context in research and treatment protocols. PMID:24273716
NASA Technical Reports Server (NTRS)
Wolpert, David H.
2005-01-01
Probability theory governs the outcome of a game; there is a distribution over mixed strat.'s, not a single "equilibrium". To predict a single mixed strategy must use our loss function (external to the game's players. Provides a quantification of any strategy's rationality. Prove rationality falls as cost of computation rises (for players who have not previously interacted). All extends to games with varying numbers of players.
ERIC Educational Resources Information Center
Khan, Misbah Mahmood; Reed, Jonathan
2011-01-01
Games Based Learning needs to be linked to good learning theory to become an important educational intervention. This study examines the effectiveness of a collection of computer games called Neurogames®. Neurogames are a group of computer games aimed at improving reading and basic maths and are designed using neuropsychological theory. The…
Lazem, Shaimaa; Webster, Mary; Holmes, Wayne; Wolf, Motje
2015-09-02
Here we review 18 articles that describe the design and evaluation of 1 or more games for diabetes from technical, methodological, and theoretical perspectives. We undertook searches covering the period 2010 to May 2015 in the ACM, IEEE, Journal of Medical Internet Research, Studies in Health Technology and Informatics, and Google Scholar online databases using the keywords "children," "computer games," "diabetes," "games," "type 1," and "type 2" in various Boolean combinations. The review sets out to establish, for future research, an understanding of the current landscape of digital games designed for children with diabetes. We briefly explored the use and impact of well-established learning theories in such games. The most frequently mentioned theoretical frameworks were social cognitive theory and social constructivism. Due to the limitations of the reported evaluation methodologies, little evidence was found to support the strong promise of games for diabetes. Furthermore, we could not establish a relation between design features and the game outcomes. We argue that an in-depth discussion about the extent to which learning theories could and should be manifested in the design decisions is required. © 2015 Diabetes Technology Society.
NASA Astrophysics Data System (ADS)
Setiawan, R.
2018-05-01
In this paper, Economic Order Quantity (EOQ) of the vendor-buyer supply-chain model under a probabilistic condition with imperfect quality items has been analysed. The analysis is delivered using two concepts in game theory approach, which is Stackelberg equilibrium and Pareto Optimal, under non-cooperative and cooperative games, respectively. Another result is getting acomparison of theoptimal result between integrated scheme and game theory approach based on analytical and numerical result using appropriate simulation data.
Cooperation in two-person evolutionary games with complex personality profiles.
Płatkowski, Tadeusz
2010-10-21
We propose a theory of evolution of social systems which generalizes the standard proportional fitness rule of the evolutionary game theory. The formalism is applied to describe the dynamics of two-person one-shot population games. In particular it predicts the non-zero level of cooperation in the long run for the Prisoner's Dilemma games, the increase of the fraction of cooperators for general classes of the Snow-Drift game, and stable nonzero cooperation level for coordination games. Copyright © 2010 Elsevier Ltd. All rights reserved.
ERIC Educational Resources Information Center
Dixit, Avinash
2005-01-01
The author suggests methods for teaching game theory at an introductory level, using interactive games to be played in the classroom or in computer clusters, clips from movies to be screened and discussed, and excerpts from novels and historical books to be read and discussed.
Sex differences in Nintendo Wii performance as expected from hunter-gatherer selection.
Cherney, Isabelle D; Poss, Jordan L
2008-06-01
To test the hunter-gatherer theory of cognitive sex differences, men and women each played four video games on a Wii console: two games simulating skills necessary for hunting (navigation and shooting) and two games simulating skills necessary for gathering (fine motor and visual search). Men outperformed women on the two hunting games, whereas there were no sex differences on the gathering skill games. The findings are discussed in terms of evolutionary psychology theory.
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis
Moxley, Victor BA; MacDonald, Elizabeth
2015-01-01
Background Physical activity games developed for a mobile phone platform are becoming increasingly popular, yet little is known about their content or inclusion of health behavior theory (HBT). Objective The objective of our study was to quantify elements of HBT in physical activity games developed for mobile phones and to assess the relationship between theoretical constructs and various app features. Methods We conducted an analysis of exercise and physical activity game apps in the Apple App Store in the fall of 2014. A total of 52 apps were identified and rated for inclusion of health behavior theoretical constructs using an established theory-based rubric. Each app was coded for 100 theoretical items, containing 5 questions for 20 different constructs. Possible total theory scores ranged from 0 to 100. Descriptive statistics and Spearman correlations were used to describe the HBT score and association with selected app features, respectively. Results The average HBT score in the sample was 14.98 out of 100. One outlier, SuperBetter, scored higher than the other apps with a score of 76. Goal setting, self-monitoring, and self-reward were the most-reported constructs found in the sample. There was no association between either app price and theory score (P=.5074), or number of gamification elements and theory score (P=.5010). However, Superbetter, with the highest HBT score, was also the most expensive app. Conclusions There are few content analyses of serious games for health, but a comparison between these findings and previous content analyses of non-game health apps indicates that physical activity mobile phone games demonstrate higher levels of behavior theory. The most common theoretical constructs found in this sample are known to be efficacious elements in physical activity interventions. It is unclear, however, whether app designers consciously design physical activity mobile phone games with specific constructs in mind; it may be that games lend themselves well to inclusion of theory and any constructs found in significant levels are coincidental. Health games developed for mobile phones could be potentially used in health interventions, but collaboration between app designers and behavioral specialists is crucial. Additionally, further research is needed to better characterize mobile phone health games and the relative importance of educational elements versus gamification elements in long-term behavior change. PMID:26168926
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis.
Payne, Hannah E; Moxley, Victor Ba; MacDonald, Elizabeth
2015-07-13
Physical activity games developed for a mobile phone platform are becoming increasingly popular, yet little is known about their content or inclusion of health behavior theory (HBT). The objective of our study was to quantify elements of HBT in physical activity games developed for mobile phones and to assess the relationship between theoretical constructs and various app features. We conducted an analysis of exercise and physical activity game apps in the Apple App Store in the fall of 2014. A total of 52 apps were identified and rated for inclusion of health behavior theoretical constructs using an established theory-based rubric. Each app was coded for 100 theoretical items, containing 5 questions for 20 different constructs. Possible total theory scores ranged from 0 to 100. Descriptive statistics and Spearman correlations were used to describe the HBT score and association with selected app features, respectively. The average HBT score in the sample was 14.98 out of 100. One outlier, SuperBetter, scored higher than the other apps with a score of 76. Goal setting, self-monitoring, and self-reward were the most-reported constructs found in the sample. There was no association between either app price and theory score (P=.5074), or number of gamification elements and theory score (P=.5010). However, Superbetter, with the highest HBT score, was also the most expensive app. There are few content analyses of serious games for health, but a comparison between these findings and previous content analyses of non-game health apps indicates that physical activity mobile phone games demonstrate higher levels of behavior theory. The most common theoretical constructs found in this sample are known to be efficacious elements in physical activity interventions. It is unclear, however, whether app designers consciously design physical activity mobile phone games with specific constructs in mind; it may be that games lend themselves well to inclusion of theory and any constructs found in significant levels are coincidental. Health games developed for mobile phones could be potentially used in health interventions, but collaboration between app designers and behavioral specialists is crucial. Additionally, further research is needed to better characterize mobile phone health games and the relative importance of educational elements versus gamification elements in long-term behavior change.
The Application of Gaming Theory in Health Care.
Elzein, Ashley; Drenkard, Karen; Deyo, Patricia; Swartwout, Ellen
2015-01-01
As the US health care system moves rapidly toward a population health management focus in communities and care settings, the chief nursing officer has an opportunity to lead innovation efforts for patient care. One innovative strategy for use to influence patient behavior change, ongoing clinical education, and prelicensure education is the application of gaming theory into learning strategies. With the ever-increasing emphasis the general public is placing on social media and online gaming, there has been a significant push by the health sector in recent years to harness this medium for use in health management, education, and behavior change. A number of organizations and insurers have dedicated significant resources to researching and developing games and apps to help patients manage diseases, track self-management activities, and motivate behavior change for healthy lifestyles. This article shares information about gaming theory and its application to health care including a review of the science behind the theory, the use of technology, and gaming education strategies for both patients and clinicians.
Investigating the Learning-Theory Foundations of Game-Based Learning: A Meta-Analysis
ERIC Educational Resources Information Center
Wu, W-H.; Hsiao, H-C.; Wu, P-L.; Lin, C-H.; Huang, S-H.
2012-01-01
Past studies on the issue of learning-theory foundations in game-based learning stressed the importance of establishing learning-theory foundation and provided an exploratory examination of established learning theories. However, we found research seldom addressed the development of the use or failure to use learning-theory foundations and…
Evolutionary game theory: cells as players.
Hummert, Sabine; Bohl, Katrin; Basanta, David; Deutsch, Andreas; Werner, Sarah; Theissen, Günter; Schroeter, Anja; Schuster, Stefan
2014-12-01
In two papers we review game theory applications in biology below the level of cognitive living beings. It can be seen that evolution and natural selection replace the rationality of the actors appropriately. Even in these micro worlds, competing situations and cooperative relationships can be found and modeled by evolutionary game theory. Also those units of the lowest levels of life show different strategies for different environmental situations or different partners. We give a wide overview of evolutionary game theory applications to microscopic units. In this first review situations on the cellular level are tackled. In particular metabolic problems are discussed, such as ATP-producing pathways, secretion of public goods and cross-feeding. Further topics are cyclic competition among more than two partners, intra- and inter-cellular signalling, the struggle between pathogens and the immune system, and the interactions of cancer cells. Moreover, we introduce the theoretical basics to encourage scientists to investigate problems in cell biology and molecular biology by evolutionary game theory.
A Model for Comparing Game Theory and Artificial Intelligence Decision Making Processes
1989-12-01
I V. Re-visions to PALANTIR Program .. .. .... .... .... ..... 20 4.1 Rewritten in the C Programming Lanigiiage...The PALANTIR , created by Capt Robert Palmer, had two uses: to train per- sonnel on the use of satellites and to provide insight into the movements...zero-sum game theory approach to reach decisions (11:23). This approach is discussed further in Chapter 2. 2 Although PALANTIR used game theory players
Identifying Key Actors in Heterogeneous Networks
2017-11-29
analysis (SNA) and game theory (GT) to improve accuracy for detecting significant or “powerful” actors within a total actor space when both resource...coalesce in order to achieve a desired outcome. Cooperative game theory (CGT) models of coalition formation are based on two limiting assumptions: that...demonstration of a new approach for synthesizing social network analysis and game theory. The ultimate goal of this research agenda is to generalize
Cyber War Game in Temporal Networks
2016-02-09
Boston, Massachusetts 02115, United States of America * jianxi.gao@gmail.com Abstract In a cyber war game where a network is fully distributed and... game with minimum effort. Given the system goal states of attackers and defenders, we study what strategies attackers or defenders can take to reach
Saposnik, Gustavo; Johnston, S Claiborne
2016-04-01
Acute stroke care represents a challenge for decision makers. Decisions based on erroneous assessments may generate false expectations of patients and their family members, and potentially inappropriate medical advice. Game theory is the analysis of interactions between individuals to study how conflict and cooperation affect our decisions. We reviewed principles of game theory that could be applied to medical decisions under uncertainty. Medical decisions in acute stroke care are usually made under constrains: short period of time, with imperfect clinical information, limit understanding about patients and families' values and beliefs. Game theory brings some strategies to help us manage complex medical situations under uncertainty. For example, it offers a different perspective by encouraging the consideration of different alternatives through the understanding of patients' preferences and the careful evaluation of cognitive distortions when applying 'real-world' data. The stag-hunt game teaches us the importance of trust to strength cooperation for a successful patient-physician interaction that is beyond a good or poor clinical outcome. The application of game theory to stroke care may improve our understanding of complex medical situations and help clinicians make practical decisions under uncertainty. © 2016 World Stroke Organization.
Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes
ERIC Educational Resources Information Center
Woo, Jeng-Chung
2014-01-01
Traditional multimedia learning is primarily based on the cognitive load concept of information processing theory. Recent digital game-based learning (DGBL) studies have focused on exploring content support for learning motivation and related game characteristics. Motivation, volition, and performance (MVP) theory indicates that cognitive load and…
A Game-Theoretic Model of Grounding for Referential Communication Tasks
ERIC Educational Resources Information Center
Thompson, William
2009-01-01
Conversational grounding theory proposes that language use is a form of rational joint action, by which dialog participants systematically and collaboratively add to their common ground of shared knowledge and beliefs. Following recent work applying "game theory" to pragmatics, this thesis develops a game-theoretic model of grounding that…
2016-05-01
Algorithm for Overcoming the Curse of Dimensionality for Certain Non-convex Hamilton-Jacobi Equations, Projections and Differential Games Yat Tin...subproblems. Our approach is expected to have wide applications in continuous dynamic games , control theory problems, and elsewhere. Mathematics...differential dynamic games , control theory problems, and dynamical systems coming from the physical world, e.g. [11]. An important application is to
Implications of Modern Decision Science for Military Decision-Support Systems
2005-01-01
B. Another major challenge is learning how to exploit the technology of modern recreational games , including massively parallel online activities... online .7 In preparing this monograph, we also concluded that the most valuable aspects of game theory for high-level decision support are the basic...Philosophy, online at http://plato.stanford.edu/ entries/ game -theory. 8 In one example that still rankles, some Cold War game theorists (and military
Quantum gambling using mesoscopic ring qubits
NASA Astrophysics Data System (ADS)
Pakuła, Ireneusz
2007-07-01
Quantum Game Theory provides us with new tools for practising games and some other risk related enterprices like, for example, gambling. The two party gambling protocol presented by Goldenberg {\\it et al} is one of the simplest yet still hard to implement applications of Quantum Game Theory. We propose potential physical realisation of the quantum gambling protocol with use of three mesoscopic ring qubits. We point out problems in implementation of such game.
Tziraki, Chariklia; Berenbaum, Rakel; Gross, Daniel; Abikhzer, Judith; Ben-David, Boaz M
2017-07-31
The field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious games to help PwD maintain cognition and to support functionality. We aimed to create a theory-based serious game for PwD, with input from a multi-disciplinary team familiar with aging, dementia, and gaming theory, as well as direct input from end users (the iterative process). Targeting enhanced self-efficacy in daily activities, the goal was to generate a game that is acceptable, accessible and engaging for PwD. The theory-driven game development was based on the following learning theories: learning in context, errorless learning, building on capacities, and acknowledging biological changes-all with the aim to boost self-efficacy. The iterative participatory process was used for game screen development with input of 34 PwD and 14 healthy community dwelling older adults, aged over 65 years. Development of game screens was informed by the bio-psychological aging related disabilities (ie, motor, visual, and perception) as well as remaining neuropsychological capacities (ie, implicit memory) of PwD. At the conclusion of the iterative development process, a prototype game with 39 screens was used for a pilot study with 24 PwD and 14 healthy community dwelling older adults. The game was played twice weekly for 10 weeks. Quantitative analysis showed that the average speed of successful screen completion was significantly longer for PwD compared with healthy older adults. Both PwD and controls showed an equivalent linear increase in the speed for task completion with practice by the third session (P<.02). Most important, the rate of improved processing speed with practice was not statistically different between PwD and controls. This may imply that some form of learning occurred for PwD at a nonsignificantly different rate than for controls. Qualitative results indicate that PwD found the game engaging and fun. Healthy older adults found the game too easy. Increase in self-reported self-efficacy was documented with PwD only. Our study demonstrated that PwD's speed improved with practice at the same rate as healthy older adults. This implies that when tasks are designed to match PwD's abilities, learning ensues. In addition, this pilot study of a serious game, designed for PwD, was accessible, acceptable, and enjoyable for end users. Games designed based on learning theories and input of end users and a multi-disciplinary team familiar with dementia and aging may have the potential of maintaining capacity and improving functionality of PwD. A larger longer study is needed to confirm our findings and evaluate the use of these games in assessing cognitive status and functionality. ©Chariklia Tziraki, Rakel Berenbaum, Daniel Gross, Judith Abikhzer, Boaz M Ben-David. Originally published in JMIR Serious Games (http://games.jmir.org), 31.07.2017.
Defense Acquisition Research Journal. Volume 21, Number 1, Issue 68
2014-01-01
Harrison’s game theory model of competition examines the bidding behavior of two equal competitors, but it does not address character- istics that...analysis examines a series of outcomes in both competitive and sole-source acquisition programs, using a statistical model that builds on a game theory ...model- ing, within a game theory framework developed by Todd Harrison, to show that the DoD may actually incur increased costs from competi- tion
Application of Game Theory Approaches in Routing Protocols for Wireless Networks
NASA Astrophysics Data System (ADS)
Javidi, Mohammad M.; Aliahmadipour, Laya
2011-09-01
An important and essential issue for wireless networks is routing protocol design that is a major technical challenge due to the function of the network. Game theory is a powerful mathematical tool that analyzes the strategic interactions among multiple decision makers and the results of researches show that applied game theory in routing protocol lead to improvement the network performance through reduce overhead and motivates selfish nodes to collaborate in the network. This paper presents a review and comparison for typical representatives of routing protocols designed that applied game theory approaches for various wireless networks such as ad hoc networks, mobile ad hoc networks and sensor networks that all of them lead to improve the network performance.
Replaying the game: hypnagogic images in normals and amnesics.
Stickgold, R; Malia, A; Maguire, D; Roddenberry, D; O'Connor, M
2000-10-13
Participants playing the computer game Tetris reported intrusive, stereotypical, visual images of the game at sleep onset. Three amnesic patients with extensive bilateral medial temporal lobe damage produced similar hypnagogic reports despite being unable to recall playing the game, suggesting that such imagery may arise without important contribution from the declarative memory system. In addition, control participants reported images from previously played versions of the game, demonstrating that remote memories can influence the images from recent waking experience.
On Nash Equilibrium and Evolutionarily Stable States That Are Not Characterised by the Folk Theorem
Li, Jiawei; Kendall, Graham
2015-01-01
In evolutionary game theory, evolutionarily stable states are characterised by the folk theorem because exact solutions to the replicator equation are difficult to obtain. It is generally assumed that the folk theorem, which is the fundamental theory for non-cooperative games, defines all Nash equilibria in infinitely repeated games. Here, we prove that Nash equilibria that are not characterised by the folk theorem do exist. By adopting specific reactive strategies, a group of players can be better off by coordinating their actions in repeated games. We call it a type-k equilibrium when a group of k players coordinate their actions and they have no incentive to deviate from their strategies simultaneously. The existence and stability of the type-k equilibrium in general games is discussed. This study shows that the sets of Nash equilibria and evolutionarily stable states have greater cardinality than classic game theory has predicted in many repeated games. PMID:26288088
Teaching Public Goods Theory with a Classroom Game
ERIC Educational Resources Information Center
Pickhardt, Michael
2005-01-01
The author extends the work of Holt and Laury (1997) on a simple noncomputerized card game for teaching the essential aspects of public goods theory. He suggests a course of several lectures and discusses the behavior of subjects in various game sessions. Among other things, the results provide experimental evidence with respect to the private…
The Quark Box--A Particle Physics Game.
ERIC Educational Resources Information Center
Swedler, James A.
This game is designed to be used in junior and senior high school science classes with the purpose of introducing quark theory to students. This material expands on atomic theory and subatomic structure. Quarks are the fundamental building blocks of protons and neutrons. The game will teach students about the standard model of elementary…
Using Insights from Game Theory in Evaluating Tenured Teachers.
ERIC Educational Resources Information Center
Hyman, Ronald T.
Using game theory as a model, suggestions are made to improve tenured public school teachers' individualized professional improvement plans. Seven basic concepts are discussed: (1) the game concept, a situation which involves decision making by the participants; (2) strategy--a plan for behavior under varied circumstances; (3) payoff--the value of…
Game Theory and Educational Policy: Private Education Legislation in China
ERIC Educational Resources Information Center
Law, Wing-Wah; Pan, Su-Yan
2009-01-01
This article presents a game theory analysis of legislating private education in China, based on set of primary and secondary documents related to this issue. The article argues that shaping educational legislation is a dynamic, repeated game of negotiation, cooperation, and/or competition on multiple occasions among various interested actors,…
A Review of Humor for Computer Games: Play, Laugh and More
ERIC Educational Resources Information Center
Dormann, Claire; Biddle, Robert
2009-01-01
Computer games are now becoming ways to communicate, teach, and influence attitudes and behavior. In this article, we address the role of humor in computer games, especially in support of serious purposes. We begin with a review of the main theories of humor, including superiority, incongruity, and relief. These theories and their…
Game theory and strategy in medical training.
Blake, Amy; Carroll, Bryan T
2016-11-01
This paper analyses how game theory can provide a framework for understanding the strategic decision-making that occurs in everyday scenarios in medical training and practice, and ultimately serves as a tool for improving the work environment and patient care. Game theory has been applied to a variety of fields outside of its native economics, but has not been thoroughly studied in the context of health care provision. The paper discusses four of the most common 'games' and applies each to a scenario in medicine to provide new insight on the incentives and drivers for certain types of behaviour and a deeper understanding of why certain results are valued more strongly than others. Using game theory as an integrative tool, in conjunction with good judgement and a sound knowledge base, trainees and physicians can work to better recognise where competing priorities exist, understand the motivations and interactions of the various players, and learn to adjust their approaches in order to 'change the game' when their preferred outcome is not the most likely one. © 2016 John Wiley & Sons Ltd and The Association for the Study of Medical Education.
Evolutionary Game Theory Analysis of Tumor Progression
NASA Astrophysics Data System (ADS)
Wu, Amy; Liao, David; Sturm, James; Austin, Robert
2014-03-01
Evolutionary game theory applied to two interacting cell populations can yield quantitative prediction of the future densities of the two cell populations based on the initial interaction terms. We will discuss how in a complex ecology that evolutionary game theory successfully predicts the future densities of strains of stromal and cancer cells (multiple myeloma), and discuss the possible clinical use of such analysis for predicting cancer progression. Supported by the National Science Foundation and the National Cancer Institute.
Implementation of quantum game theory simulations using Python
NASA Astrophysics Data System (ADS)
Madrid S., A.
2013-05-01
This paper provides some examples about quantum games simulated in Python's programming language. The quantum games have been developed with the Sympy Python library, which permits solving quantum problems in a symbolic form. The application of these methods of quantum mechanics to game theory gives us more possibility to achieve results not possible before. To illustrate the results of these methods, in particular, there have been simulated the quantum battle of the sexes, the prisoner's dilemma and card games. These solutions are able to exceed the classic bottle neck and obtain optimal quantum strategies. In this form, python demonstrated that is possible to do more advanced and complicated quantum games algorithms.
A cooperative game theory approach to transmission planning in power systems
NASA Astrophysics Data System (ADS)
Contreras, Javier
The rapid restructuring of the electric power industry from a vertically integrated entity into a decentralized industry has given rise to complex problems. In particular, the transmission component of the electric power system requires new methodologies to fully capture this emerging competitive industry. Game theory models are used to model strategic interactions in a competitive environment. This thesis presents a new decentralized framework to study the transmission network expansion problem using cooperative game theory. First, the players and the rules of the game are defined. Second, a coalition formation scheme is developed. Finally, the optimized cost of expansion is allocated based on the history of the coalition formation.
Innate spatial-temporal reasoning and the identification of genius.
Peterson, Matthew R; Balzarini, Doreen; Bodner, Mark; Jones, Edward G; Phillips, Tiffany; Richardson, Debra; Shaw, Gordon L
2004-01-01
The teaching of mathematics is invariably language-based, but spatial-temporal (ST) reasoning (making a mental image and thinking ahead in space and time) is crucial to the understanding of math. Here we report that Big Seed, a demanding ST video game, based upon the mathematics of knot theory and previously applied to understanding DNA structure and function, can be used to reveal innate ST reasoning. Big Seed studies with middle and elementary school children provide strong evidence that ST reasoning ability is not only innate but far exceeds optimistic expectations based on age, the percentage of children achieving exceptional ST performance in less than 7 h of training, and retention of ability. A third grader has been identified as a genius (functionally defined) in ST performance. Big Seed may be used for training and assessing 'creativity' (functionally defined) and ST reasoning as well as discovering genius.
Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games.
Alber, Julia M; Watson, Anna M; Barnett, Tracey E; Mercado, Rebeccah; Bernhardt, Jay M
2015-07-01
Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development.
Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games
Alber, Julia M.; Watson, Anna M.; Barnett, Tracey E.; Mercado, Rebeccah
2015-01-01
Abstract Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development. PMID:26167842
Game theory as a conceptual framework for managing insect pests.
Brown, Joel S; Staňková, Kateřina
2017-06-01
For over 100 years it has been recognized that insect pests evolve resistance to chemical pesticides. More recently, managers have advocated restrained use of pesticides, crop rotation, the use of multiple pesticides, and pesticide-free sanctuaries as resistance management practices. Game theory provides a conceptual framework for combining the resistance strategies of the insects and the control strategies of the pest manager into a unified conceptual and modelling framework. Game theory can contrast an ecologically enlightened application of pesticides with an evolutionarily enlightened one. In the former case the manager only considers ecological consequences whereas the latter anticipates the evolutionary response of the pests. Broader applications of this game theory approach include anti-biotic resistance, fisheries management and therapy resistance in cancer. Copyright © 2017 Elsevier Inc. All rights reserved.
Past and future implications of near-misses and their emotional consequences.
Zhang, Qiyuan; Covey, Judith
2014-01-01
The Reflection and Evaluation Model (REM) of comparative thinking predicts that temporal perspective could moderate people's emotional reactions to close counterfactuals following near-misses (Markman & McMullen, 2003). The experiments reported in this paper tested predictions derived from this theory by examining how people's emotional reactions to a near-miss at goal during a football match (Experiment 1) or a close score in a TV game show (Experiment 2) depended on the level of perceived future possibility. In support of the theory it was found that the presence of future possibility enhanced affective assimilation (e.g., if the near-miss occurred at the beginning of the game the players who had nearly scored were hopeful of future success) whereas the absence of future possibility enhanced affective contrast (e.g., if the near-miss occurred at the end of the game the players who had nearly scored were disappointed about missing an opportunity). Furthermore the experiments built upon our theoretical understanding by exploring the mechanisms which produce assimilation and contrast effects. In Experiment 1 we examined the incidence of present-oriented or future-oriented thinking, and in Experiment 2 we examined the mediating role of counterfactual thinking in the observed effect of proximity on emotions by testing whether stronger counterfactuals (measured using counterfactual probability estimates) produce bigger contrast and assimilation effects. While the results of these investigations generally support the REM, they also highlight the necessity to consider other psychological mechanisms (e.g., social comparison), in addition to counterfactual thinking, that might contribute to the emotional consequences of near-miss outcomes.
Teaching Prospect Theory with the "Deal or No Deal" Game Show
ERIC Educational Resources Information Center
Baker, Ardith; Bittner, Teresa; Makrigeorgis, Christos; Johnson, Gloria; Haefner, Joseph
2010-01-01
Recent evidence indicates that decision makers are more sensitive to potential losses than gains. Loss aversion psychology has led behavioural economists to look beyond expected utility by developing "prospect theory." We demonstrate this theory using the "Deal or No Deal" game show.
ERIC Educational Resources Information Center
2002
This document contains three papers from a symposium on tools in human resource development (HRD). "Game Theory Methodology in HRD" (Thomas J. Chermack, Richard A. Swanson) explores the utility of game theory in helping the HRD profession address the complexity of integrating multiple theories for disciplinary understanding and…
Gross, Daniel; Abikhzer, Judith
2017-01-01
Background The field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious games to help PwD maintain cognition and to support functionality. Objectives We aimed to create a theory-based serious game for PwD, with input from a multi-disciplinary team familiar with aging, dementia, and gaming theory, as well as direct input from end users (the iterative process). Targeting enhanced self-efficacy in daily activities, the goal was to generate a game that is acceptable, accessible and engaging for PwD. Methods The theory-driven game development was based on the following learning theories: learning in context, errorless learning, building on capacities, and acknowledging biological changes—all with the aim to boost self-efficacy. The iterative participatory process was used for game screen development with input of 34 PwD and 14 healthy community dwelling older adults, aged over 65 years. Development of game screens was informed by the bio-psychological aging related disabilities (ie, motor, visual, and perception) as well as remaining neuropsychological capacities (ie, implicit memory) of PwD. At the conclusion of the iterative development process, a prototype game with 39 screens was used for a pilot study with 24 PwD and 14 healthy community dwelling older adults. The game was played twice weekly for 10 weeks. Results Quantitative analysis showed that the average speed of successful screen completion was significantly longer for PwD compared with healthy older adults. Both PwD and controls showed an equivalent linear increase in the speed for task completion with practice by the third session (P<.02). Most important, the rate of improved processing speed with practice was not statistically different between PwD and controls. This may imply that some form of learning occurred for PwD at a nonsignificantly different rate than for controls. Qualitative results indicate that PwD found the game engaging and fun. Healthy older adults found the game too easy. Increase in self-reported self-efficacy was documented with PwD only. Conclusions Our study demonstrated that PwD’s speed improved with practice at the same rate as healthy older adults. This implies that when tasks are designed to match PwD’s abilities, learning ensues. In addition, this pilot study of a serious game, designed for PwD, was accessible, acceptable, and enjoyable for end users. Games designed based on learning theories and input of end users and a multi-disciplinary team familiar with dementia and aging may have the potential of maintaining capacity and improving functionality of PwD. A larger longer study is needed to confirm our findings and evaluate the use of these games in assessing cognitive status and functionality. PMID:28760730
Concepts and Methods in Multi-Person Coordination and Control.
1981-10-01
games ", in: E . 0. Roxin, P. T. Liu, R.L. Sternberg, eds., Differential Games and Control Theory II, Marcel Dekker, New York, pp. 201-228. [11] Baqar...New York. (43] Blaquiere, A. (1973), ed., Topics in Differential Games , Nowth-Holland, Amsterdam. (44] Burger, E . (1966), Einfihrunx in die Theorie der...Equilibria in Stochastic Dynamic Games of Stackel- L. berg Tyve, Ph.D. Thesis, M.I.T., Electronic Systems Laboratory, Cambridge, Massachusetts. [51] Chen, C. I
On a concept of computer game implementation based on a temporal logic
NASA Astrophysics Data System (ADS)
Szymańska, Emilia; Adamek, Marek J.; Mulawka, Jan J.
2017-08-01
Time is a concept which underlies all the contemporary civilization. Therefore, it was necessary to create mathematical tools that allow a precise way to describe the complex time dependencies. One such tool is temporal logic. Its definition, description and characteristics will be presented in this publication. Then the authors will conduct a discussion on the usefulness of this tool in context of creating storyline in computer games such as RPG genre.
Should the model for risk-informed regulation be game theory rather than decision theory?
Bier, Vicki M; Lin, Shi-Woei
2013-02-01
Risk analysts frequently view the regulation of risks as being largely a matter of decision theory. According to this view, risk analysis methods provide information on the likelihood and severity of various possible outcomes; this information should then be assessed using a decision-theoretic approach (such as cost/benefit analysis) to determine whether the risks are acceptable, and whether additional regulation is warranted. However, this view ignores the fact that in many industries (particularly industries that are technologically sophisticated and employ specialized risk and safety experts), risk analyses may be done by regulated firms, not by the regulator. Moreover, those firms may have more knowledge about the levels of safety at their own facilities than the regulator does. This creates a situation in which the regulated firm has both the opportunity-and often also the motive-to provide inaccurate (in particular, favorably biased) risk information to the regulator, and hence the regulator has reason to doubt the accuracy of the risk information provided by regulated parties. Researchers have argued that decision theory is capable of dealing with many such strategic interactions as well as game theory can. This is especially true in two-player, two-stage games in which the follower has a unique best strategy in response to the leader's strategy, as appears to be the case in the situation analyzed in this article. However, even in such cases, we agree with Cox that game-theoretic methods and concepts can still be useful. In particular, the tools of mechanism design, and especially the revelation principle, can simplify the analysis of such games because the revelation principle provides rigorous assurance that it is sufficient to analyze only games in which licensees truthfully report their risk levels, making the problem more manageable. Without that, it would generally be necessary to consider much more complicated forms of strategic behavior (including deception), to identify optimal regulatory strategies. Therefore, we believe that the types of regulatory interactions analyzed in this article are better modeled using game theory rather than decision theory. In particular, the goals of this article are to review the relevant literature in game theory and regulatory economics (to stimulate interest in this area among risk analysts), and to present illustrative results showing how the application of game theory can provide useful insights into the theory and practice of risk-informed regulation. © 2012 Society for Risk Analysis.
Simulating Serious Games: A Discrete-Time Computational Model Based on Cognitive Flow Theory
ERIC Educational Resources Information Center
Westera, Wim
2018-01-01
This paper presents a computational model for simulating how people learn from serious games. While avoiding the combinatorial explosion of a games micro-states, the model offers a meso-level pathfinding approach, which is guided by cognitive flow theory and various concepts from learning sciences. It extends a basic, existing model by exposing…
Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER
ERIC Educational Resources Information Center
Harteveld, Casper; Guimaraes, Rui; Mayer, Igor S.; Bidarra, Rafael
2010-01-01
Most serious games have been developed without a proper and comprehensive design theory. To contribute to the development of such a theory, this article presents the underlying design philosophy of LEVEE PATROLLER, a game to train levee patrollers in the Netherlands. This philosophy stipulates that the design of a digital serious game is a…
Learner-Centred Pedagogy for Swim Coaching: A Complex Learning Theory-Informed Approach
ERIC Educational Resources Information Center
Light, Richard
2014-01-01
While constructivist theories of learning have been widely drawn on to understand and explain learning in games when using game-based approaches their use to inform pedagogy beyond games is limited. In particular, there has been little interest in applying constructivist perspectives on learning to sports in which technique is of prime importance.…
Neural Basis of Strategic Decision Making
Lee, Daeyeol; Seo, Hyojung
2015-01-01
Human choice behaviors during social interactions often deviate from the predictions of game theory. This might arise partly from the limitations in cognitive abilities necessary for recursive reasoning about the behaviors of others. In addition, during iterative social interactions, choices might change dynamically, as knowledge about the intentions of others and estimates for choice outcomes are incrementally updated via reinforcement learning. Some of the brain circuits utilized during social decision making might be general-purpose and contribute to isomorphic individual and social decision making. By contrast, regions in the medial prefrontal cortex and temporal parietal junction might be recruited for cognitive processes unique to social decision making. PMID:26688301
Laffaye, Guillaume; Phomsoupha, Michael; Dor, Frédéric
2015-01-01
The goal of this study was to analyze, through a longitudinal study, the Olympic Badminton Men’s singles finals from the Barcelona Games (1992) to the London Games (2012) to assess some changes of the Badminton game characteristics. Six Olympic finals have been analyzed based on the official video of the Olympic Games (OG) through the temporal structure and with a notational approach. In total, 537 rallies and 5537 strokes have been analyzed. The results show a change in the game’s temporal structure: a significant difference in the rally time, rest time and number of shots per rally (all p<0.0001; 0.09 < η2 < 0.16). Moreover, the shot frequency shows a 34.0% increase (p<0.000001; η2 = 0.17), whereas the work density revealed a 58.2% decrease (from 78% to 30.8%) as well as the effective playing time (-34.5% from 34.7±1.4% to 22.7±1.4%). This argues for an increase in the intensity of the game and a necessity for the player to use a longer resting time to recover. Lastly, the strokes distribution and the percentage of unforced and forced mistakes did not show any differences throughout the OG analysis, except for the use of the clear. This results impact on the way the training of Badminton players should be designed, especially in the temporal structure and intensity. Key points Badminton game has become faster, with an important increase in the shot frequency (+34%) The effective playing time has decreased between first to last Olympic Games (-34.5%) The strokes distribution and the percentage of unforced and forced errors show no differences through the OG analysis, except for the use of the clear PMID:26335338
Emphasizing Saddle Points through Game Theory: A Classroom Activity.
ERIC Educational Resources Information Center
Dorrington, Jenny; Jones, Michael A.
2000-01-01
Introduces the necessary game-theoretic background and explains how game-theoretic experiments of the Matching Pennies game can be used as a classroom activity to develop intuition about saddle points. (Author/ASK)
NASA Astrophysics Data System (ADS)
Sharif, Puya; Heydari, Hoshang
We give a self contained introduction to a few quantum game protocols, starting with the quantum version of the two-player two-choice game of Prisoners dilemma, followed by an n-player generalization trough the quantum minority games, and finishing with a contribution towards an n-player m-choice generalization with a quantum version of a three-player Kolkata restaurant problem. We have omitted some technical details accompanying these protocols, and instead laid the focus on presenting some general aspects of the field as a whole. This review contains an introduction to the formalism of quantum information theory, as well as to important game theoretical concepts, and is aimed to work as a review suiting economists and game theorists with limited knowledge of quantum physics as well as to physicists with limited knowledge of game theory.
Quantum Barro-Gordon game in monetary economics
NASA Astrophysics Data System (ADS)
Samadi, Ali Hussein; Montakhab, Afshin; Marzban, Hussein; Owjimehr, Sakine
2018-01-01
Classical game theory addresses decision problems in multi-agent environment where one rational agent's decision affects other agents' payoffs. Game theory has widespread application in economic, social and biological sciences. In recent years quantum versions of classical games have been proposed and studied. In this paper, we consider a quantum version of the classical Barro-Gordon game which captures the problem of time inconsistency in monetary economics. Such time inconsistency refers to the temptation of weak policy maker to implement high inflation when the public expects low inflation. The inconsistency arises when the public punishes the weak policy maker in the next cycle. We first present a quantum version of the Barro-Gordon game. Next, we show that in a particular case of the quantum game, time-consistent Nash equilibrium could be achieved when public expects low inflation, thus resolving the game.
Prisoner's Dilemma and Chicken: A Communications Perspective.
ERIC Educational Resources Information Center
Dauber, Cori
1990-01-01
Analyzes nuclear strategic doctrine by applying understandings of human communication processes to deterrence theory and game theory. Focuses on communication as risk. Demonstrates flaws in game theory because of its mechanistic view, stressing that communication is a process not an event, and actions are bound by cultural dispositions. Advocates…
Strategic analysis for safeguards systems: a feasibility study. Volume 2. Appendix
DOE Office of Scientific and Technical Information (OSTI.GOV)
Goldman, A J
1984-12-01
This appendix provides detailed information regarding game theory (strategic analysis) and its potential role in safeguards to supplement the main body of this report. In particualr, it includes an extensive, though not comprehensive review of literature on game theory and on other topics that relate to the formulation of a game-theoretic model (e.g. the payoff functions). The appendix describes the basic form and components of game theory models, and the solvability of various models. It then discusses three basic issues related to the use of strategic analysis in material accounting: (1) its understandability; (2) its viability in regulatory settings; andmore » (3) difficulties in the use of mixed strategies. Each of the components of a game theoretic model are then discussed and related to the present context.« less
Evolutionary game theory: molecules as players.
Bohl, Katrin; Hummert, Sabine; Werner, Sarah; Basanta, David; Deutsch, Andreas; Schuster, Stefan; Theissen, Günter; Schroeter, Anja
2014-12-01
In this and an accompanying paper we review the use of game theoretical concepts in cell biology and molecular biology. This review focuses on the subcellular level by considering viruses, genes, and molecules as players. We discuss in which way catalytic RNA can be treated by game theory. Moreover, genes can compete for success in replication and can have different strategies in interactions with other genetic elements. Also transposable elements, or "jumping genes", can act as players because they usually bear different traits or strategies. Viruses compete in the case of co-infecting a host cell. Proteins interact in a game theoretical sense when forming heterodimers. Finally, we describe how the Shapley value can be applied to enzymes in metabolic pathways. We show that game theory can be successfully applied to describe and analyse scenarios at the molecular level resulting in counterintuitive conclusions.
Strong Stackelberg reasoning in symmetric games: An experimental replication and extension
Colman, Andrew M.; Lawrence, Catherine L.
2014-01-01
In common interest games in which players are motivated to coordinate their strategies to achieve a jointly optimal outcome, orthodox game theory provides no general reason or justification for choosing the required strategies. In the simplest cases, where the optimal strategies are intuitively obvious, human decision makers generally coordinate without difficulty, but how they achieve this is poorly understood. Most theories seeking to explain strategic coordination have limited applicability, or require changes to the game specification, or introduce implausible assumptions or radical departures from fundamental game-theoretic assumptions. The theory of strong Stackelberg reasoning, according to which players choose strategies that would maximize their own payoffs if their co-players could invariably anticipate any strategy and respond with a best reply to it, avoids these problems and explains strategic coordination in all dyadic common interest games. Previous experimental evidence has provided evidence for strong Stackelberg reasoning in asymmetric games. Here we report evidence from two experiments consistent with players being influenced by strong Stackelberg reasoning in a wide variety of symmetric 3 × 3 games but tending to revert to other choice criteria when strong Stackelberg reasoning generates small payoffs. PMID:24688846
Strong Stackelberg reasoning in symmetric games: An experimental replication and extension.
Pulford, Briony D; Colman, Andrew M; Lawrence, Catherine L
2014-01-01
In common interest games in which players are motivated to coordinate their strategies to achieve a jointly optimal outcome, orthodox game theory provides no general reason or justification for choosing the required strategies. In the simplest cases, where the optimal strategies are intuitively obvious, human decision makers generally coordinate without difficulty, but how they achieve this is poorly understood. Most theories seeking to explain strategic coordination have limited applicability, or require changes to the game specification, or introduce implausible assumptions or radical departures from fundamental game-theoretic assumptions. The theory of strong Stackelberg reasoning, according to which players choose strategies that would maximize their own payoffs if their co-players could invariably anticipate any strategy and respond with a best reply to it, avoids these problems and explains strategic coordination in all dyadic common interest games. Previous experimental evidence has provided evidence for strong Stackelberg reasoning in asymmetric games. Here we report evidence from two experiments consistent with players being influenced by strong Stackelberg reasoning in a wide variety of symmetric 3 × 3 games but tending to revert to other choice criteria when strong Stackelberg reasoning generates small payoffs.
Lazem, Shaimaa; Webster, Mary; Holmes, Wayne; Wolf, Motje
2015-01-01
Here we review 18 articles that describe the design and evaluation of 1 or more games for diabetes from technical, methodological, and theoretical perspectives. We undertook searches covering the period 2010 to May 2015 in the ACM, IEEE, Journal of Medical Internet Research, Studies in Health Technology and Informatics, and Google Scholar online databases using the keywords “children,” “computer games,” “diabetes,” “games,” “type 1,” and “type 2” in various Boolean combinations. The review sets out to establish, for future research, an understanding of the current landscape of digital games designed for children with diabetes. We briefly explored the use and impact of well-established learning theories in such games. The most frequently mentioned theoretical frameworks were social cognitive theory and social constructivism. Due to the limitations of the reported evaluation methodologies, little evidence was found to support the strong promise of games for diabetes. Furthermore, we could not establish a relation between design features and the game outcomes. We argue that an in-depth discussion about the extent to which learning theories could and should be manifested in the design decisions is required. PMID:26337753
Design and evaluation of a computer game to promote a healthy diet for young adults.
Peng, Wei
2009-03-01
This article reports the development and evaluation of a computer game (RightWay Café) as a special medium to promote a healthy diet for young adults. Structural features of computer games, such as interactive tailoring, role playing, the element of fun, and narrative, were operationalized in the RightWay Café game to afford behavior rehearsal in a safe and entertaining way. Theories such as the health belief model, social cognitive theory, and theory of reasoned action guided the content design of the game to influence mediators of behavior change, including self-efficacy, perceived benefits, perceived barriers, and behavior change intention. A randomized controlled evaluation study with pretest, posttest, and follow-up design demonstrated that this game was effective in teaching nutrition and weight management knowledge and increasing people's self-efficacy and perceived benefits of healthy eating, as well as their intention to be on a healthy diet. Limited long-term effects were also found: participants in the game-playing group had greater self-efficacy than participants in the control group after 1 month. This study validates the computer game-based approach to health promotion for young adults. Limitations and implications are also discussed.
Game as a Career Metaphor: A Chaos Theory Career Counselling Application
ERIC Educational Resources Information Center
Pryor, Robert George Leslie; Bright, Jim E. H.
2009-01-01
The potential of game as a career metaphor for use in counselling is explored and it is argued that it has been largely overlooked in the literature to date. This metaphor is then explicitly linked with the Chaos Theory of Careers (CTC), by showing how the notion of attractors within the CTC can be illustrated effectively using games metaphors.…
Use of game-theoretical methods in biochemistry and biophysics.
Schuster, Stefan; Kreft, Jan-Ulrich; Schroeter, Anja; Pfeiffer, Thomas
2008-04-01
Evolutionary game theory can be considered as an extension of the theory of evolutionary optimisation in that two or more organisms (or more generally, units of replication) tend to optimise their properties in an interdependent way. Thus, the outcome of the strategy adopted by one species (e.g., as a result of mutation and selection) depends on the strategy adopted by the other species. In this review, the use of evolutionary game theory for analysing biochemical and biophysical systems is discussed. The presentation is illustrated by a number of instructive examples such as the competition between microorganisms using different metabolic pathways for adenosine triphosphate production, the secretion of extracellular enzymes, the growth of trees and photosynthesis. These examples show that, due to conflicts of interest, the global optimum (in the sense of being the best solution for the whole system) is not always obtained. For example, some yeast species use metabolic pathways that waste nutrients, and in a dense tree canopy, trees grow taller than would be optimal for biomass productivity. From the viewpoint of game theory, the examples considered can be described by the Prisoner's Dilemma, snowdrift game, Tragedy of the Commons and rock-scissors-paper game.
Finke, Erinn H; Hickerson, Benjamin; McLaughlin, Eileen
2015-04-01
The purpose of this study was to determine parental attitudes regarding engagement with video games by their children with autism spectrum disorder (ASD) and whether attitudes vary based on ASD symptom severity. Online survey methodology was used to gather information from parents of children with ASD between the ages of 8 and 12 years. The finalized data set included 152 cases. Descriptive statistics and frequency analyses were used to examine participant demographics and video game play. Descriptive and inferential statistics were used to evaluate questions on the theory of planned behavior. Regression analyses determined the predictive ability of the theory of planned behavior constructs, and t tests provided additional descriptive information about between-group differences. Children with ASD play video games. There are no significant differences in the time, intensity, or types of games played based on severity of ASD symptoms (mild vs. moderate). Parents of children with ASD had positive attitudes about video game play. Parents of children with ASD appear to support video game play. On average, parents indicated video game play was positive for their children with ASD, particularly if they believed the games were having a positive impact on their child's development.
Studies in the Theory of Quantum Games
NASA Astrophysics Data System (ADS)
Iqbal, Azhar
2005-03-01
Theory of quantum games is a new area of investigation that has gone through rapid development during the last few years. Initial motivation for playing games, in the quantum world, comes from the possibility of re-formulating quantum communication protocols, and algorithms, in terms of games between quantum and classical players. The possibility led to the view that quantum games have a potential to provide helpful insight into working of quantum algorithms, and even in finding new ones. This thesis analyzes and compares some interesting games when played classically and quantum mechanically. A large part of the thesis concerns investigations into a refinement notion of the Nash equilibrium concept. The refinement, called an evolutionarily stable strategy (ESS), was originally introduced in 1970s by mathematical biologists to model an evolving population using techniques borrowed from game theory. Analysis is developed around a situation when quantization changes ESSs without affecting corresponding Nash equilibria. Effects of quantization on solution-concepts other than Nash equilibrium are presented and discussed. For this purpose the notions of value of coalition, backwards-induction outcome, and subgame-perfect outcome are selected. Repeated games are known to have different information structure than one-shot games. Investigation is presented into a possible way where quantization changes the outcome of a repeated game. Lastly, two new suggestions are put forward to play quantum versions of classical matrix games. The first one uses the association of De Broglie's waves, with travelling material objects, as a resource for playing a quantum game. The second suggestion concerns an EPR type setting exploiting directly the correlations in Bell's inequalities to play a bi-matrix game.
Abele, Susanne; Stasser, Garold; Chartier, Christopher
2010-11-01
Conflicts between individual and collective interests are ubiquitous in social life. Experimental studies have investigated the resolution of such conflicts using public goods games with either continuous or step-level payoff functions. Game theory and social interdependence theory identify consequential differences between these two types of games. Continuous function games are prime examples of social dilemmas because they always contain a conflict between individual and collective interests, whereas step-level games can be construed as social coordination games. Step-level games often provide opportunities for coordinated solutions that benefit both the collective and the individuals. For this and other reasons, the authors conclude that one cannot safely generalize results obtained from step-level to continuous-form games (or vice versa). Finally, the authors identify specific characteristics of the payoff function in public goods games that conceptually mark the transition from a pure dilemma to a coordination problem nested within a dilemma.
Economic principles in communication: an experimental study.
De Jaegher, Kris; Rosenkranz, Stephanie; Weitzel, Utz
2014-12-21
This paper experimentally investigates how economic principles affect communication. In a simple sender-receiver game with common interests over payoffs, the sender can send a signal without a pre-given meaning in an infrequent or frequent state of the world. When the signal is costly, several theories (focal point theory, the intuitive criterion, evolutionary game theory) predict an efficient separating equilibrium, where the signal is sent in the infrequent state of the world (also referred to as Horn׳s rule). To analyze whether Horn׳s rule applies, and if so, which theory best explains it, we develop and test variants of the sender-receiver game where the theories generate discriminatory hypotheses. In costly signaling variants, our participants follow Horn׳s rule most of the time, in a manner that is best explained by focal point theory. In costless signaling variants, evolutionary game theory best explains our results. Here participants coordinate significantly more (less) often on a separating equilibrium where the signal is sent in the frequent state if they are primed to associate the absence of a signal with the infrequent (frequent) state of the world. We also find indications that a similar priming effect applies to costly signals. Thus, while the frequency with which participants follow Horn׳s rule in costly signaling variants is best explained by Horn׳s rule, the priming effect shows that some of our participants׳ behavior is best explained by evolutionary game theory even when signals are costly. Copyright © 2014 Elsevier Ltd. All rights reserved.
GIS and Game Theory for Water Resource Management
NASA Astrophysics Data System (ADS)
Ganjali, N.; Guney, C.
2017-11-01
In this study, aspects of Game theory and its application on water resources management combined with GIS techniques are detailed. First, each term is explained and the advantages and limitations of its aspect is discussed. Then, the nature of combinations between each pair and literature on the previous studies are given. Several cases were investigated and results were magnified in order to conclude with the applicability and combination of GIS- Game Theory- Water Resources Management. It is concluded that the game theory is used relatively in limited studies of water management fields such as cost/benefit allocation among users, water allocation among trans-boundary users in water resources, water quality management, groundwater management, analysis of water policies, fair allocation of water resources development cost and some other narrow fields. Also, Decision-making in environmental projects requires consideration of trade-offs between socio-political, environmental, and economic impacts and is often complicated by various stakeholder views. Most of the literature on water allocation and conflict problems uses traditional optimization models to identify the most efficient scheme while the Game Theory, as an optimization method, combined GIS are beneficial platforms for agent based models to be used in solving Water Resources Management problems in the further studies.
Interference of quantum market strategies
NASA Astrophysics Data System (ADS)
Piotrowski, Edward W.; Sładkowski, Jan; Syska, Jacek
2003-02-01
Recent development in quantum computation and quantum information theory allows to extend the scope of game theory for the quantum world. The paper is devoted to the analysis of interference of quantum strategies in quantum market games.
Iyer, Swami; Killingback, Timothy
2014-10-01
The traveler's dilemma game and the minimum-effort coordination game are social dilemmas that have received significant attention resulting from the fact that the predictions of classical game theory are inconsistent with the results found when the games are studied experimentally. Moreover, both the traveler's dilemma and the minimum-effort coordination games have potentially important applications in evolutionary biology. Interestingly, standard deterministic evolutionary game theory, as represented by the replicator dynamics in a well-mixed population, is also inadequate to account for the behavior observed in these games. Here we study the evolutionary dynamics of both these games in populations with interaction patterns described by a variety of complex network topologies. We investigate the evolutionary dynamics of these games through agent-based simulations on both model and empirical networks. In particular, we study the effects of network clustering and assortativity on the evolutionary dynamics of both games. In general, we show that the evolutionary behavior of the traveler's dilemma and minimum-effort coordination games on complex networks is in good agreement with that observed experimentally. Thus, formulating the traveler's dilemma and the minimum-effort coordination games on complex networks neatly resolves the paradoxical aspects of these games.
An educational video game for nutrition of young people: Theory and design
Ledoux, Tracey; Griffith, Melissa; Thompson, Debbe; Nguyen, Nga; Watson, Kathy; Baranowski, Janice; Buday, Richard; Abdelsamad, Dina; Baranowski, Tom
2016-01-01
Background Playing Escape from DIAB (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10–12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95–100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. Aim This article describes the process of designing and developing the educational mini-games. A secondary purpose was to explore the experience of children while playing the games. Method The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition, PA, and video game experts designed, developed, and tested the mini-games. Results Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging. Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach. Conclusions Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes. PMID:27547019
An educational video game for nutrition of young people: Theory and design.
Ledoux, Tracey; Griffith, Melissa; Thompson, Debbe; Nguyen, Nga; Watson, Kathy; Baranowski, Janice; Buday, Richard; Abdelsamad, Dina; Baranowski, Tom
2016-08-01
Playing Escape from DIAB (DIAB) and Nanoswarm (NANO) , epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10-12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95-100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. This article describes the process of designing and developing the educational mini-games. A secondary purpose was to explore the experience of children while playing the games. The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition, PA, and video game experts designed, developed, and tested the mini-games. Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging. Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach. Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes.
NASA Astrophysics Data System (ADS)
Iyer, Swami; Killingback, Timothy
2014-10-01
The traveler's dilemma game and the minimum-effort coordination game are social dilemmas that have received significant attention resulting from the fact that the predictions of classical game theory are inconsistent with the results found when the games are studied experimentally. Moreover, both the traveler's dilemma and the minimum-effort coordination games have potentially important applications in evolutionary biology. Interestingly, standard deterministic evolutionary game theory, as represented by the replicator dynamics in a well-mixed population, is also inadequate to account for the behavior observed in these games. Here we study the evolutionary dynamics of both these games in populations with interaction patterns described by a variety of complex network topologies. We investigate the evolutionary dynamics of these games through agent-based simulations on both model and empirical networks. In particular, we study the effects of network clustering and assortativity on the evolutionary dynamics of both games. In general, we show that the evolutionary behavior of the traveler's dilemma and minimum-effort coordination games on complex networks is in good agreement with that observed experimentally. Thus, formulating the traveler's dilemma and the minimum-effort coordination games on complex networks neatly resolves the paradoxical aspects of these games.
Traffic Games: Modeling Freeway Traffic with Game Theory
Cortés-Berrueco, Luis E.; Gershenson, Carlos; Stephens, Christopher R.
2016-01-01
We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers’ interactions. PMID:27855176
Traffic Games: Modeling Freeway Traffic with Game Theory.
Cortés-Berrueco, Luis E; Gershenson, Carlos; Stephens, Christopher R
2016-01-01
We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers' interactions.
ERIC Educational Resources Information Center
Smeyers, Paul; Fendler, Lynn
2015-01-01
Debates in science seem to depend on referential language-games, but in other senses they do not. Language works in more complex ways, even in work that purports to be purely scientific. This article investigates the scope and limitations of language-games in educational history and theory. The study addresses concepts and pictures as examples of…
Quantum Uncertainty and Decision-Making in Game Theory
NASA Astrophysics Data System (ADS)
Asano, M.; Ohya, M.; Tanaka, Y.; Khrennikov, A.; Basieva, I.
2011-01-01
Recently a few authors pointed to a possibility to apply the mathematical formalism of quantum mechanics to cognitive psychology, in particular, to games of the Prisoners Dilemma (PD) type.6_18 In this paper, we discuss the problem of rationality in game theory and point out that the quantum uncertainty is similar to the uncertainty of knowledge, which a player feels subjectively in his decision-making.
ERIC Educational Resources Information Center
Wan, Chin-Sheng; Chiou, Wen-Bin
2010-01-01
The negative impact of online gaming on adolescents has received much attention. The question of how to reduce their pathological use of online gaming is a critical issue. Based on the concept of external justification in dissonance theory, this experimental study aimed to examine whether severity of threat and justification of effort would impact…
Information Security Analysis Using Game Theory and Simulation
DOE Office of Scientific and Technical Information (OSTI.GOV)
Schlicher, Bob G; Abercrombie, Robert K
Information security analysis can be performed using game theory implemented in dynamic simulations of Agent Based Models (ABMs). Such simulations can be verified with the results from game theory analysis and further used to explore larger scale, real world scenarios involving multiple attackers, defenders, and information assets. Our approach addresses imperfect information and scalability that allows us to also address previous limitations of current stochastic game models. Such models only consider perfect information assuming that the defender is always able to detect attacks; assuming that the state transition probabilities are fixed before the game assuming that the players actions aremore » always synchronous; and that most models are not scalable with the size and complexity of systems under consideration. Our use of ABMs yields results of selected experiments that demonstrate our proposed approach and provides a quantitative measure for realistic information systems and their related security scenarios.« less
ID201202961, DOE S-124,539, Information Security Analysis Using Game Theory and Simulation
DOE Office of Scientific and Technical Information (OSTI.GOV)
Abercrombie, Robert K; Schlicher, Bob G
Information security analysis can be performed using game theory implemented in dynamic simulations of Agent Based Models (ABMs). Such simulations can be verified with the results from game theory analysis and further used to explore larger scale, real world scenarios involving multiple attackers, defenders, and information assets. Our approach addresses imperfect information and scalability that allows us to also address previous limitations of current stochastic game models. Such models only consider perfect information assuming that the defender is always able to detect attacks; assuming that the state transition probabilities are fixed before the game assuming that the players actions aremore » always synchronous; and that most models are not scalable with the size and complexity of systems under consideration. Our use of ABMs yields results of selected experiments that demonstrate our proposed approach and provides a quantitative measure for realistic information systems and their related security scenarios.« less
Market mechanism based on the endogenous changing of game types such as Minority-Majority games
NASA Astrophysics Data System (ADS)
Ahn, Sanghyun; Lim, Gyuchang; Kim, Sooyong; Kim, Kyungsik
2010-03-01
In many social and biological systems agents simultaneously and adaptively compete for limited resources, thereby altering their environment. We propose a evolution function extending Minority-Majority Games that captures the competition between agents to make money. The dynamics changes the ratio of two types of boundedly rational traders, fundamentalists and chartists with the payoff function endogenously. In the previous game theories, the best strategies are not always targeting the minority but are shifting opportunistically between the minority and the majority. And using a mixture of local bifurcation theory and numerical methods, there are possible bifurcation routes to complicated asset price dynamics, chaotic attractors. Hereby we improve the thinking logic of the atoms for attaching the dynamics to the market. This working shows that removing unrealistic features of the game theories leads to models which reproduce a behavior close to what is observed in real markets.
Group decisions in biodiversity conservation: implications from game theory.
Frank, David M; Sarkar, Sahotra
2010-05-27
Decision analysis and game theory have proved useful tools in various biodiversity conservation planning and modeling contexts. This paper shows how game theory may be used to inform group decisions in biodiversity conservation scenarios by modeling conflicts between stakeholders to identify Pareto-inefficient Nash equilibria. These are cases in which each agent pursuing individual self-interest leads to a worse outcome for all, relative to other feasible outcomes. Three case studies from biodiversity conservation contexts showing this feature are modeled to demonstrate how game-theoretical representation can inform group decision-making. The mathematical theory of games is used to model three biodiversity conservation scenarios with Pareto-inefficient Nash equilibria: (i) a two-agent case involving wild dogs in South Africa; (ii) a three-agent raptor and grouse conservation scenario from the United Kingdom; and (iii) an n-agent fish and coral conservation scenario from the Philippines. In each case there is reason to believe that traditional mechanism-design solutions that appeal to material incentives may be inadequate, and the game-theoretical analysis recommends a resumption of further deliberation between agents and the initiation of trust--and confidence--building measures. Game theory can and should be used as a normative tool in biodiversity conservation contexts: identifying scenarios with Pareto-inefficient Nash equilibria enables constructive action in order to achieve (closer to) optimal conservation outcomes, whether by policy solutions based on mechanism design or otherwise. However, there is mounting evidence that formal mechanism-design solutions may backfire in certain cases. Such scenarios demand a return to group deliberation and the creation of reciprocal relationships of trust.
Power allocation for SWIPT in K-user interference channels using game theory
NASA Astrophysics Data System (ADS)
Wen, Zhigang; Liu, Ying; Liu, Xiaoqing; Li, Shan; Chen, Xianya
2018-12-01
A simultaneous wireless information and power transfer system in interference channels of multi-users is considered. In this system, each transmitter sends one data stream to its targeted receiver, which causes interference to other receivers. Since all transmitter-receiver links want to maximize their own average transmission rate, a power allocation problem under the transmit power constraints and the energy-harvesting constraints is developed. To solve this problem, we propose a game theory framework. Then, we convert the game into a variational inequalities problem by establishing the connection between game theory and variational inequalities and solve the variational inequalities problem. Through theoretical analysis, the existence and uniqueness of Nash equilibrium are both guaranteed by the theory of variational inequalities. A distributed iterative alternating optimization water-filling algorithm is derived, which is proved to converge. Numerical results show that the proposed algorithm reaches fast convergence and achieves a higher sum rate than the unaided scheme.
What Is True Halving in the Payoff Matrix of Game Theory?
Hasegawa, Eisuke; Yoshimura, Jin
2016-01-01
In game theory, there are two social interpretations of rewards (payoffs) for decision-making strategies: (1) the interpretation based on the utility criterion derived from expected utility theory and (2) the interpretation based on the quantitative criterion (amount of gain) derived from validity in the empirical context. A dynamic decision theory has recently been developed in which dynamic utility is a conditional (state) variable that is a function of the current wealth of a decision maker. We applied dynamic utility to the equal division in dove-dove contests in the hawk-dove game. Our results indicate that under the utility criterion, the half-share of utility becomes proportional to a player’s current wealth. Our results are consistent with studies of the sense of fairness in animals, which indicate that the quantitative criterion has greater validity than the utility criterion. We also find that traditional analyses of repeated games must be reevaluated. PMID:27487194
What Is True Halving in the Payoff Matrix of Game Theory?
Ito, Hiromu; Katsumata, Yuki; Hasegawa, Eisuke; Yoshimura, Jin
2016-01-01
In game theory, there are two social interpretations of rewards (payoffs) for decision-making strategies: (1) the interpretation based on the utility criterion derived from expected utility theory and (2) the interpretation based on the quantitative criterion (amount of gain) derived from validity in the empirical context. A dynamic decision theory has recently been developed in which dynamic utility is a conditional (state) variable that is a function of the current wealth of a decision maker. We applied dynamic utility to the equal division in dove-dove contests in the hawk-dove game. Our results indicate that under the utility criterion, the half-share of utility becomes proportional to a player's current wealth. Our results are consistent with studies of the sense of fairness in animals, which indicate that the quantitative criterion has greater validity than the utility criterion. We also find that traditional analyses of repeated games must be reevaluated.
Antagonistic and Bargaining Games in Optimal Marketing Decisions
ERIC Educational Resources Information Center
Lipovetsky, S.
2007-01-01
Game theory approaches to find optimal marketing decisions are considered. Antagonistic games with and without complete information, and non-antagonistic games techniques are applied to paired comparison, ranking, or rating data for a firm and its competitors in the market. Mix strategy, equilibrium in bi-matrix games, bargaining models with…
Progress Report and Topical Survey, 1980-1981.
1981-03-01
Introduction. .. ........................... 1 TOPICAL SURVEY: GAMES WITH INCOMPLETE INFORMATION .. ........ 2 1. Extensive Games .. ..................... 3...2. Finitely Repeated Games .. ................. 9 3. Infinitely Repeated Games .. ................ 12 4. Nonrandomized Strategies...been focused on the application of results from game theory. Although this is only one of the several approaches to organizational design in the
First Steps and beyond: Serious Games as Preparation for Future Learning
ERIC Educational Resources Information Center
Reese, Debbie Denise
2007-01-01
Electronic game technologies can prepare novice learners for future learning of complex concepts. This paper describes the underlying instructional design, learning science, cognitive science, and game theory. A structural, or syntactic mapping (structure mapping), approach to game design can produce a game world relationally isomorphic to a…
Product Distribution Theory for Control of Multi-Agent Systems
NASA Technical Reports Server (NTRS)
Lee, Chia Fan; Wolpert, David H.
2004-01-01
Product Distribution (PD) theory is a new framework for controlling Multi-Agent Systems (MAS's). First we review one motivation of PD theory, as the information-theoretic extension of conventional full-rationality game theory to the case of bounded rational agents. In this extension the equilibrium of the game is the optimizer of a Lagrangian of the (probability distribution of) the joint stare of the agents. Accordingly we can consider a team game in which the shared utility is a performance measure of the behavior of the MAS. For such a scenario the game is at equilibrium - the Lagrangian is optimized - when the joint distribution of the agents optimizes the system's expected performance. One common way to find that equilibrium is to have each agent run a reinforcement learning algorithm. Here we investigate the alternative of exploiting PD theory to run gradient descent on the Lagrangian. We present computer experiments validating some of the predictions of PD theory for how best to do that gradient descent. We also demonstrate how PD theory can improve performance even when we are not allowed to rerun the MAS from different initial conditions, a requirement implicit in some previous work.
Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena
ERIC Educational Resources Information Center
Corredor, Javier; Gaydos, Matthew; Squire, Kurt
2014-01-01
This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that requires players to control the behavior of a virus and interact with cell structures in a way that…
Game theory and reciprocity in some extensive form experimental games.
McCabe, K A; Rassenti, S J; Smith, V L
1996-11-12
We examine decision making in two-person extensive form game trees using nine treatments that vary matching protocol, payoffs, and payoff information. Our objective is to establish replicable principles of cooperative versus noncooperative behavior that involve the use of signaling, reciprocity, and backward induction strategies, depending on the availability of dominated direct punishing strategies and the probability of repeated interaction with the same partner. Contrary to the predictions of game theory, we find substantial support for cooperation under complete information even in various single-play treatments.
Quantum gambling based on Nash-equilibrium
NASA Astrophysics Data System (ADS)
Zhang, Pei; Zhou, Xiao-Qi; Wang, Yun-Long; Liu, Bi-Heng; Shadbolt, Pete; Zhang, Yong-Sheng; Gao, Hong; Li, Fu-Li; O'Brien, Jeremy L.
2017-06-01
The problem of establishing a fair bet between spatially separated gambler and casino can only be solved in the classical regime by relying on a trusted third party. By combining Nash-equilibrium theory with quantum game theory, we show that a secure, remote, two-party game can be played using a quantum gambling machine which has no classical counterpart. Specifically, by modifying the Nash-equilibrium point we can construct games with arbitrary amount of bias, including a game that is demonstrably fair to both parties. We also report a proof-of-principle experimental demonstration using linear optics.
Cortical Thickness Abnormalities in Late Adolescence with Online Gaming Addiction
Yuan, Kai; Cheng, Ping; Dong, Tao; Bi, Yanzhi; Xing, Lihong; Yu, Dahua; Zhao, Limei; Dong, Minghao; von Deneen, Karen M.; Liu, Yijun; Qin, Wei; Tian, Jie
2013-01-01
Online gaming addiction, as the most popular subtype of Internet addiction, had gained more and more attention from the whole world. However, the structural differences in cortical thickness of the brain between adolescents with online gaming addiction and healthy controls are not well unknown; neither was its association with the impaired cognitive control ability. High-resolution magnetic resonance imaging scans from late adolescence with online gaming addiction (n = 18) and age-, education- and gender-matched controls (n = 18) were acquired. The cortical thickness measurement method was employed to investigate alterations of cortical thickness in individuals with online gaming addiction. The color-word Stroop task was employed to investigate the functional implications of the cortical thickness abnormalities. Imaging data revealed increased cortical thickness in the left precentral cortex, precuneus, middle frontal cortex, inferior temporal and middle temporal cortices in late adolescence with online gaming addiction; meanwhile, the cortical thicknesses of the left lateral orbitofrontal cortex (OFC), insula, lingual gyrus, the right postcentral gyrus, entorhinal cortex and inferior parietal cortex were decreased. Correlation analysis demonstrated that the cortical thicknesses of the left precentral cortex, precuneus and lingual gyrus correlated with duration of online gaming addiction and the cortical thickness of the OFC correlated with the impaired task performance during the color-word Stroop task in adolescents with online gaming addiction. The findings in the current study suggested that the cortical thickness abnormalities of these regions may be implicated in the underlying pathophysiology of online gaming addiction. PMID:23326379
Cortical thickness abnormalities in late adolescence with online gaming addiction.
Yuan, Kai; Cheng, Ping; Dong, Tao; Bi, Yanzhi; Xing, Lihong; Yu, Dahua; Zhao, Limei; Dong, Minghao; von Deneen, Karen M; Liu, Yijun; Qin, Wei; Tian, Jie
2013-01-01
Online gaming addiction, as the most popular subtype of Internet addiction, had gained more and more attention from the whole world. However, the structural differences in cortical thickness of the brain between adolescents with online gaming addiction and healthy controls are not well unknown; neither was its association with the impaired cognitive control ability. High-resolution magnetic resonance imaging scans from late adolescence with online gaming addiction (n = 18) and age-, education- and gender-matched controls (n = 18) were acquired. The cortical thickness measurement method was employed to investigate alterations of cortical thickness in individuals with online gaming addiction. The color-word Stroop task was employed to investigate the functional implications of the cortical thickness abnormalities. Imaging data revealed increased cortical thickness in the left precentral cortex, precuneus, middle frontal cortex, inferior temporal and middle temporal cortices in late adolescence with online gaming addiction; meanwhile, the cortical thicknesses of the left lateral orbitofrontal cortex (OFC), insula, lingual gyrus, the right postcentral gyrus, entorhinal cortex and inferior parietal cortex were decreased. Correlation analysis demonstrated that the cortical thicknesses of the left precentral cortex, precuneus and lingual gyrus correlated with duration of online gaming addiction and the cortical thickness of the OFC correlated with the impaired task performance during the color-word Stroop task in adolescents with online gaming addiction. The findings in the current study suggested that the cortical thickness abnormalities of these regions may be implicated in the underlying pathophysiology of online gaming addiction.
Adaptive Multi-Agent Systems for Constrained Optimization
NASA Technical Reports Server (NTRS)
Macready, William; Bieniawski, Stefan; Wolpert, David H.
2004-01-01
Product Distribution (PD) theory is a new framework for analyzing and controlling distributed systems. Here we demonstrate its use for distributed stochastic optimization. First we review one motivation of PD theory, as the information-theoretic extension of conventional full-rationality game theory to the case of bounded rational agents. In this extension the equilibrium of the game is the optimizer of a Lagrangian of the (probability distribution of) the joint state of the agents. When the game in question is a team game with constraints, that equilibrium optimizes the expected value of the team game utility, subject to those constraints. The updating of the Lagrange parameters in the Lagrangian can be viewed as a form of automated annealing, that focuses the MAS more and more on the optimal pure strategy. This provides a simple way to map the solution of any constrained optimization problem onto the equilibrium of a Multi-Agent System (MAS). We present computer experiments involving both the Queen s problem and K-SAT validating the predictions of PD theory and its use for off-the-shelf distributed adaptive optimization.
ERIC Educational Resources Information Center
Vangsnes, Vigdis; Gram Okland, Nils Tore; Krumsvik, Rune
2012-01-01
This article focuses on the didactical implications when commercial educational computer games are used in Norwegian kindergartens by analysing the dramaturgy and the didactics of one particular game and the game in use in a pedagogical context. Our justification for analysing the game by using dramaturgic theory is that we consider the game to be…
Evolutionary stability for matrix games under time constraints.
Garay, József; Csiszár, Villő; Móri, Tamás F
2017-02-21
Game theory focuses on payoffs and typically ignores time constraints that play an important role in evolutionary processes where the repetition of games can depend on the strategies, too. We introduce a matrix game under time constraints, where each pairwise interaction has two consequences: both players receive a payoff and they cannot play the next game for a specified time duration. Thus our model is defined by two matrices: a payoff matrix and an average time duration matrix. Maynard Smith's concept of evolutionary stability is extended to this class of games. We illustrate the effect of time constraints by the well-known prisoner's dilemma game, where additional time constraints can ensure the existence of unique evolutionary stable strategies (ESS), both pure and mixed, or the coexistence of two pure ESS. Our general results may be useful in several fields of biology where evolutionary game theory is applied, principally in ecological games, where time constraints play an inevitable role. Copyright © 2016 Elsevier Ltd. All rights reserved.
A Monte-Carlo game theoretic approach for Multi-Criteria Decision Making under uncertainty
NASA Astrophysics Data System (ADS)
Madani, Kaveh; Lund, Jay R.
2011-05-01
Game theory provides a useful framework for studying Multi-Criteria Decision Making problems. This paper suggests modeling Multi-Criteria Decision Making problems as strategic games and solving them using non-cooperative game theory concepts. The suggested method can be used to prescribe non-dominated solutions and also can be used as a method to predict the outcome of a decision making problem. Non-cooperative stability definitions for solving the games allow consideration of non-cooperative behaviors, often neglected by other methods which assume perfect cooperation among decision makers. To deal with the uncertainty in input variables a Monte-Carlo Game Theory (MCGT) approach is suggested which maps the stochastic problem into many deterministic strategic games. The games are solved using non-cooperative stability definitions and the results include possible effects of uncertainty in input variables on outcomes. The method can handle multi-criteria multi-decision-maker problems with uncertainty. The suggested method does not require criteria weighting, developing a compound decision objective, and accurate quantitative (cardinal) information as it simplifies the decision analysis by solving problems based on qualitative (ordinal) information, reducing the computational burden substantially. The MCGT method is applied to analyze California's Sacramento-San Joaquin Delta problem. The suggested method provides insights, identifies non-dominated alternatives, and predicts likely decision outcomes.
NASA Astrophysics Data System (ADS)
Clemens, Joshua William
Game theory has application across multiple fields, spanning from economic strategy to optimal control of an aircraft and missile on an intercept trajectory. The idea of game theory is fascinating in that we can actually mathematically model real-world scenarios and determine optimal decision making. It may not always be easy to mathematically model certain real-world scenarios, nonetheless, game theory gives us an appreciation for the complexity involved in decision making. This complexity is especially apparent when the players involved have access to different information upon which to base their decision making (a nonclassical information pattern). Here we will focus on the class of adversarial two-player games (sometimes referred to as pursuit-evasion games) with nonclassical information pattern. We present a two-sided (simultaneous) optimization solution method for the two-player linear quadratic Gaussian (LQG) multistage game. This direct solution method allows for further interpretation of each player's decision making (strategy) as compared to previously used formal solution methods. In addition to the optimal control strategies, we present a saddle point proof and we derive an expression for the optimal performance index value. We provide some numerical results in order to further interpret the optimal control strategies and to highlight real-world application of this game-theoretic optimal solution.
Econophysics: from Game Theory and Information Theory to Quantum Mechanics
NASA Astrophysics Data System (ADS)
Jimenez, Edward; Moya, Douglas
2005-03-01
Rationality is the universal invariant among human behavior, universe physical laws and ordered and complex biological systems. Econophysics isboth the use of physical concepts in Finance and Economics, and the use of Information Economics in Physics. In special, we will show that it is possible to obtain the Quantum Mechanics principles using Information and Game Theory.
The Physics of Traffic Congestion and Road Pricing in Transportation Planning
NASA Astrophysics Data System (ADS)
Levinson, David
2010-03-01
This presentation develops congestion theory and congestion pricing theory from its micro- foundations, the interaction of two or more vehicles. Using game theory, with a two- player game it is shown that the emergence of congestion depends on the players' relative valuations of early arrival, late arrival, and journey delay. Congestion pricing can be used as a cooperation mechanism to minimize total costs (if returned to the players). The analysis is then extended to the case of the three- player game, which illustrates congestion as a negative externality imposed on players who do not themselves contribute to it. A multi-agent model of travelers competing to utilize a roadway in time and space is presented. To realize the spillover effect among travelers, N-player games are constructed in which the strategy set includes N+1 strategies. We solve the N-player game (for N = 7) and find Nash equilibria if they exist. This model is compared to the bottleneck model. The results of numerical simulation show that the two models yield identical results in terms of lowest total costs and marginal costs when a social optimum exists. Moving from temporal dynamics to spatial complexity, using consistent agent- based techniques, we model the decision-making processes of users and infrastructure owner/operators to explore the welfare consequence of price competition, capacity choice, and product differentiation on congested transportation networks. Component models include: (1) An agent-based travel demand model wherein each traveler has learning capabilities and unique characteristics (e.g. value of time); (2) Econometric facility provision cost models; and (3) Representations of road authorities making pricing and capacity decisions. Different from small-network equilibrium models in prior literature, this agent- based model is applicable to pricing and investment analyses on large complex networks. The subsequent economic analysis focuses on the source, evolution, measurement, and impact of product differentiation with heterogeneous users on a mixed ownership network (with tolled and untolled roads). Two types of product differentiation in the presence of toll roads, path differentiation and space differentiation, are defined and measured for a base case and several variants with different types of price and capacity competition and with various degrees of user heterogeneity. The findings favor a fixed-rate road pricing policy compared to complete pricing freedom on toll roads. It is also shown that the relationship between net social benefit and user heterogeneity is not monotonic on a complex network with toll roads.
Decision and Game Theory for Security
NASA Astrophysics Data System (ADS)
Alpcan, Tansu; Buttyán, Levente; Baras, John S.
Attack--defense trees are used to describe security weaknesses of a system and possible countermeasures. In this paper, the connection between attack--defense trees and game theory is made explicit. We show that attack--defense trees and binary zero-sum two-player extensive form games have equivalent expressive power when considering satisfiability, in the sense that they can be converted into each other while preserving their outcome and their internal structure.
Stochastic Games. I. Foundations,
1982-04-01
underpinning for the theory of stochastic games. Section 2 is a reworking of the Bevley- Kohlberg result integrated with Shapley’s; the "black magic" of... Kohlberg : The values of the r-discount game, and the stationary optimal strategies, have Puiseaux expansions. L.. 11" 6 3. More generally, consider an...1969). Introduction to Commu- tative Algebra. Reading, Mass.: Addison-Wesley. [3] Bewley, T. and E. Kohlberg (1976). "The Asymptotic Theory of
Real-Time Control of a Video Game Using Eye Movements and Two Temporal EEG Sensors.
Belkacem, Abdelkader Nasreddine; Saetia, Supat; Zintus-art, Kalanyu; Shin, Duk; Kambara, Hiroyuki; Yoshimura, Natsue; Berrached, Nasreddine; Koike, Yasuharu
2015-01-01
EEG-controlled gaming applications range widely from strictly medical to completely nonmedical applications. Games can provide not only entertainment but also strong motivation for practicing, thereby achieving better control with rehabilitation system. In this paper we present real-time control of video game with eye movements for asynchronous and noninvasive communication system using two temporal EEG sensors. We used wavelets to detect the instance of eye movement and time-series characteristics to distinguish between six classes of eye movement. A control interface was developed to test the proposed algorithm in real-time experiments with opened and closed eyes. Using visual feedback, a mean classification accuracy of 77.3% was obtained for control with six commands. And a mean classification accuracy of 80.2% was obtained using auditory feedback for control with five commands. The algorithm was then applied for controlling direction and speed of character movement in two-dimensional video game. Results showed that the proposed algorithm had an efficient response speed and timing with a bit rate of 30 bits/min, demonstrating its efficacy and robustness in real-time control.
Real-Time Control of a Video Game Using Eye Movements and Two Temporal EEG Sensors
Saetia, Supat; Zintus-art, Kalanyu; Shin, Duk; Kambara, Hiroyuki; Yoshimura, Natsue; Berrached, Nasreddine; Koike, Yasuharu
2015-01-01
EEG-controlled gaming applications range widely from strictly medical to completely nonmedical applications. Games can provide not only entertainment but also strong motivation for practicing, thereby achieving better control with rehabilitation system. In this paper we present real-time control of video game with eye movements for asynchronous and noninvasive communication system using two temporal EEG sensors. We used wavelets to detect the instance of eye movement and time-series characteristics to distinguish between six classes of eye movement. A control interface was developed to test the proposed algorithm in real-time experiments with opened and closed eyes. Using visual feedback, a mean classification accuracy of 77.3% was obtained for control with six commands. And a mean classification accuracy of 80.2% was obtained using auditory feedback for control with five commands. The algorithm was then applied for controlling direction and speed of character movement in two-dimensional video game. Results showed that the proposed algorithm had an efficient response speed and timing with a bit rate of 30 bits/min, demonstrating its efficacy and robustness in real-time control. PMID:26690500
An educational video game for nutrition of young people: Theory and design
USDA-ARS?s Scientific Manuscript database
Playing Escape from Diab (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10-12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted k...
Using a Digital Game as an Advance Organizer
ERIC Educational Resources Information Center
Denham, André R.
2018-01-01
The use of digital games as an instructional tool has garnered increasing attention in the education community. Empirical work supported by theory on the learning affordances of digital games allowed the game-based learning community to arrive at the consensus that digital games provide an excellent medium for the acquisition of skills and the…
ERIC Educational Resources Information Center
Rapeepisarn, Kowit; Wong, Kok Wai; Fung, Chun Che; Khine, Myint Swe
2008-01-01
When designing Educational Computer Games, designers usually consider target age, interactivity, interface and other related issues. They rarely explore the genres which should employ into one type of educational game. Recently, some digital game-based researchers made attempt to combine game genre with learning theory. Different researchers use…
Designing an Electronic Educational Game to Facilitate Immersion and Flow
ERIC Educational Resources Information Center
Ma, Yuxin; Williams, Doug; Prejean, Louise
2014-01-01
Advocates of electronic educational games often cite the work on motivation to support the use of games in education. However, motivation alone is inadequate to facilitate learning. Many of the educational games that focused their game design solely on the motivational effect failed to be either educational or entertaining. Theory and research is…
NASA Technical Reports Server (NTRS)
Varaiya, P. P.
1972-01-01
General discussion of the theory of differential games with two players and zero sum. Games starting at a fixed initial state and ending at a fixed final time are analyzed. Strategies for the games are defined. The existence of saddle values and saddle points is considered. A stochastic version of a differential game is used to examine the synthesis problem.
Morals matter in economic games.
Brodbeck, Felix C; Kugler, Katharina G; Reif, Julia A M; Maier, Markus A
2013-01-01
Contrary to predictions from Expected Utility Theory and Game Theory, when making economic decisions in interpersonal situations, people take the interest of others into account and express various forms of solidarity, even in one-shot interactions with anonymous strangers. Research in other-regarding behavior is dominated by behavioral economical and evolutionary biological approaches. Psychological theory building, which addresses mental processes underlying other-regarding behavior, is rare. Based on Relational Models Theory (RMT, [1]) and Relationship Regulation Theory (RRT, [2]) it is proposed that moral motives influence individuals' decision behavior in interpersonal situations via conscious and unconscious (automatic) processes. To test our propositions we developed the 'Dyadic Solidarity Game' and its solitary equivalent, the 'Self-Insurance Game'. Four experiments, in which the moral motives "Unity" and "Proportionality" were manipulated, support the propositions made. First, it was shown that consciously activated moral motives (via framing of the overall goal of the experiment) and unconsciously activated moral motives (via subliminal priming) influence other-regarding behavior. Second, this influence was only found in interpersonal, not in solitary situations. Third, by combining the analyses of the two experimental games the extent to which participants apply the Golden Rule ("treat others how you wish to be treated") could be established. Individuals with a "Unity" motive treated others like themselves, whereas individuals with a "Proportionality" motive gave others less then they gave themselves. The four experiments not only support the assumption that morals matter in economic games, they also deliver new insights in how morals matter in economic decision making.
NASA Astrophysics Data System (ADS)
Zhang, Le; Zhang, Shaoxiang
2017-03-01
A body of research [1-7] has already shown that epigenetic reprogramming plays a critical role in maintaining the normal development of embryos. However, the mechanistic quantitation of the epigenetic interactions between sperms and oocytes and the related impact on embryo development are still not clear [6,7]. In this study, Wang et al., [8] develop a modeling framework that addresses this question by integrating game theory and the latest discoveries of the epigenetic control of embryo development.
A Game Theory Based Solution for Security Challenges in CRNs
NASA Astrophysics Data System (ADS)
Poonam; Nagpal, Chander Kumar
2018-03-01
Cognitive radio networks (CRNs) are being envisioned to drive the next generation Ad hoc wireless networks due to their ability to provide communications resilience in continuously changing environments through the use of dynamic spectrum access. Conventionally CRNs are dependent upon the information gathered by other secondary users to ensure the accuracy of spectrum sensing making them vulnerable to security attacks leading to the need of security mechanisms like cryptography and trust. However, a typical cryptography based solution is not a viable security solution for CRNs owing to their limited resources. Effectiveness of trust based approaches has always been, in question, due to credibility of secondary trust resources. Game theory with its ability to optimize in an environment of conflicting interests can be quite a suitable tool to manage an ad hoc network in the presence of autonomous selfish/malevolent/malicious and attacker nodes. The literature contains several theoretical proposals for augmenting game theory in the ad hoc networks without explicit/detailed implementation. This paper implements a game theory based solution in MATLAB-2015 to secure the CRN environment and compares the obtained results with the traditional approaches of trust and cryptography. The simulation result indicates that as the time progresses the game theory performs much better with higher throughput, lower jitter and better identification of selfish/malicious nodes.
Neural Basis of Strategic Decision Making.
Lee, Daeyeol; Seo, Hyojung
2016-01-01
Human choice behaviors during social interactions often deviate from the predictions of game theory. This might arise partly from the limitations in the cognitive abilities necessary for recursive reasoning about the behaviors of others. In addition, during iterative social interactions, choices might change dynamically as knowledge about the intentions of others and estimates for choice outcomes are incrementally updated via reinforcement learning. Some of the brain circuits utilized during social decision making might be general-purpose and contribute to isomorphic individual and social decision making. By contrast, regions in the medial prefrontal cortex (mPFC) and temporal parietal junction (TPJ) might be recruited for cognitive processes unique to social decision making. Copyright © 2015 Elsevier Ltd. All rights reserved.
ERIC Educational Resources Information Center
Cryer, Patricia
1988-01-01
Develops models for participants' behaviors in games, simulations, and workshops based on Catastrophe Theory and Herzberg's two-factor theory of motivation. Examples are given of how these models can be used, both for describing and understanding the behaviors of individuals, and for eliciting insights into why participants behave as they do. (11…
Han, Doug Hyun; Lyoo, In Kyoon; Renshaw, Perry F.
2015-01-01
Patients with on-line game addiction (POGA) and professional video game players play video games for extended periods of time, but experience very different consequences for their on-line game play. Brain regions consisting of anterior cingulate, thalamus and occpito-temporal areas may increase the likelihood of becoming a pro-gamer or POGA. Twenty POGA, seventeen pro-gamers, and eighteen healthy comparison subjects (HC) were recruited. All magnetic resonance imaging (MRI) was performed on a 1.5 Tesla Espree MRI scanner (SIEMENS, Erlangen, Germany). Voxel-wise comparisons of gray matter volume were performed between the groups using the two-sample t-test with statistical parametric mapping (SPM5). Compared to HC, the POGA group showed increased impulsiveness and perseverative errors, and volume in left thalamus gray matter, but decreased gray matter volume in both inferior temporal gyri, right middle occipital gyrus, and left inferior occipital gyrus, compared with HC. Pro-gamers showed increased gray matter volume in left cingulate gyrus, but decreased gray matter volume in left middle occipital gyrus and right inferior temporal gyrus compared with HC. Additionally, the pro-gamer group showed increased gray matter volume in left cingulate gyrus and decreased left thalamus gray matter volume compared with the POGA group. The current study suggests that increased gray matter volumes of the left cingulate gyrus in pro-gamers and of the left thalamus in POGA may contribute to the different clinical characteristics of pro-gamers and POGA. PMID:22277302
Collaboration in classical political economy and noncooperative game theory.
McCain, Roger A
2014-06-01
This commentary suggests (1) that there are precedents for Smaldino's "collaboration" in the history of economic thought before 1900 and (2) that the distinction of collaboration from what is thought of as cooperation in game theory is less clear than Smaldino suggests.
ERIC Educational Resources Information Center
Tsekleves, Emmanuel; Cosmas, John; Aggoun, Amar
2016-01-01
Serious games and game-based learning have received increased attention in recent years as an adjunct to teaching and learning material. This has been well echoed in the literature with numerous articles on the use of games and game theory in education. Despite this, no policy for the incorporation of serious games in education exists to date.…
ERIC Educational Resources Information Center
Gunter, Glenda A.; Kenny, Robert F.; Vick, Erik H.
2008-01-01
We are witnessing a mad rush to pour educational content into games in an ad hoc manner in hopes that player/learners are motivated simply because the content is housed inside a game. A failure to base educational game design on well-established learning and instructional theories increases the risk of the game failing to meet its intended…
A Study of Driver's Route Choice Behavior Based on Evolutionary Game Theory
Jiang, Xiaowei; Ji, Yanjie; Deng, Wei
2014-01-01
This paper proposes a route choice analytic method that embeds cumulative prospect theory in evolutionary game theory to analyze how the drivers adjust their route choice behaviors under the influence of the traffic information. A simulated network with two alternative routes and one variable message sign is built to illustrate the analytic method. We assume that the drivers in the transportation system are bounded rational, and the traffic information they receive is incomplete. An evolutionary game model is constructed to describe the evolutionary process of the drivers' route choice decision-making behaviors. Here we conclude that the traffic information plays an important role in the route choice behavior. The driver's route decision-making process develops towards different evolutionary stable states in accordance with different transportation situations. The analysis results also demonstrate that employing cumulative prospect theory and evolutionary game theory to study the driver's route choice behavior is effective. This analytic method provides an academic support and suggestion for the traffic guidance system, and may optimize the travel efficiency to a certain extent. PMID:25610455
A study of driver's route choice behavior based on evolutionary game theory.
Jiang, Xiaowei; Ji, Yanjie; Du, Muqing; Deng, Wei
2014-01-01
This paper proposes a route choice analytic method that embeds cumulative prospect theory in evolutionary game theory to analyze how the drivers adjust their route choice behaviors under the influence of the traffic information. A simulated network with two alternative routes and one variable message sign is built to illustrate the analytic method. We assume that the drivers in the transportation system are bounded rational, and the traffic information they receive is incomplete. An evolutionary game model is constructed to describe the evolutionary process of the drivers' route choice decision-making behaviors. Here we conclude that the traffic information plays an important role in the route choice behavior. The driver's route decision-making process develops towards different evolutionary stable states in accordance with different transportation situations. The analysis results also demonstrate that employing cumulative prospect theory and evolutionary game theory to study the driver's route choice behavior is effective. This analytic method provides an academic support and suggestion for the traffic guidance system, and may optimize the travel efficiency to a certain extent.
Integrating Health Behavior Theory and Design Elements in Serious Games.
Cheek, Colleen; Fleming, Theresa; Lucassen, Mathijs Fg; Bridgman, Heather; Stasiak, Karolina; Shepherd, Matthew; Orpin, Peter
2015-01-01
Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. This study's method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user's sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose.
Wang, Ziliang; Wu, Lingdan; Yuan, Kai; Hu, Yanbo; Zheng, Hui; Du, Xiaoxia; Dong, Guangheng
2018-06-08
Although online gaming may lead to Internet gaming disorder (IGD), most players are recreational game users (RGUs) who do not develop IGD. Thus far, little is known about brain structural abnormalities in IGD subjects relative to RGUs. The inclusion of RGUs as a control group could minimize the potential effects of gaming experience and gaming-related cue familiarity on the neural mechanism of IGD subjects. In the current study, structural magnetic resonance imaging data were acquired from 38 IGD subjects and 66 RGUs with comparable age, gender, and educational level. Group differences in cortical thickness and volume were analyzed using the FreeSurfer software. Correlations between cortical changes and addiction severity were calculated for both groups. Compared with the RGU group, the IGD group showed significantly decreased cortical thickness in the left lateral orbitofrontal cortex, inferior parietal lobule, bilateral cuneus, precentral gyrus, and right middle temporal gyrus. Moreover, significantly reduced cortical volume was observed in the left superior temporal gyrus and right supramarginal gyrus in the IGD group. Whole-brain correlational analysis indicated different correlations between the two groups. The brain regions that showed group differences were considered to be involved in cognitive control, decision making, and reward/loss processing. These functions may serve as potential mechanisms that explain why IGD individuals experience negative outcomes in frequent game playing. This article is protected by copyright. All rights reserved. This article is protected by copyright. All rights reserved.
Gaming the System: Culture, Process, and Perspectives Supporting a Game and App Design Curriculum
ERIC Educational Resources Information Center
Herro, Danielle
2015-01-01
Games and digital media experiences permeate the lives of youth. Researchers have argued the participatory attributes and cognitive benefits of gaming and media production for more than a decade, relying on socio-cultural theory to bolster their claims. Only recently have large-scale efforts ensued towards moving game play and design into formal…
ERIC Educational Resources Information Center
Gee, James Paul
2013-01-01
Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…
Stationary Anonymous Sequential Games with Undiscounted Rewards.
Więcek, Piotr; Altman, Eitan
Stationary anonymous sequential games with undiscounted rewards are a special class of games that combine features from both population games (infinitely many players) with stochastic games. We extend the theory for these games to the cases of total expected reward as well as to the expected average reward. We show that in the anonymous sequential game equilibria correspond to the limits of those of related finite population games as the number of players grows to infinity. We provide examples to illustrate our results.
Instructional Gaming: Implications for Instructional Technology.
ERIC Educational Resources Information Center
Dempsey, John V.; And Others
Instructional gaming, as distinguished from simulation, is defined as any overt instructional or learning format that involves competition and is rule-guided. The literature review identifies five categories of articles on instructional gaming: (1) research, (2) theory, (3) reviews, (4) discussion, and (5) development. Games have been found to…
Criteria for Evaluating a Game-Based CALL Platform
ERIC Educational Resources Information Center
Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe
2017-01-01
Game-based Computer-Assisted Language Learning (CALL) is an area that currently warrants attention, as task-based, interactive, multimodal games increasingly show promise for language learning. This area is inherently multidisciplinary--theories from second language acquisition, games, and psychology must be explored and relevant concepts from…
Park, Bong-Won; Lee, Kun Chang
2011-01-01
The aims of this article are (1) to propose a modified theory of consumption values (MTCV) for investigation of online gamer perceptions of the value of purchasable game items and (2) to apply the developed MTCV to multiple game genres and player age groups. To address these aims, 327 valid questionnaires were obtained and analyzed. The original theory of consumption values (TCV) was modified to apply to the specific characteristics of online games. The original TCV specifies five types of consumption values: functional value, social value, emotional value, conditional value, and epistemic value. After revising the TCV to apply to the examination of online games, we proposed that the MTCV be composed of character competency value, enjoyment value, visual authority value, and monetary value. The validity of the MTCV was proven by statistically analyzing the responses provided by the 327 valid questionnaires. To examine the second aim, experiments were conducted to examine the MTCV in three online game genres-massive multiplayer online role-playing games, first-person shooters games, and casual games. The second aim was also studied via questionnaires that examined the ages of online gamers. It was determined that massive multiplayer online role-playing games players regard visual authority value and monetary value as more important than do casual gamers. It was also determined that younger gamers tend to be more interested in visual authority, whereas older gamers tend to be more interested in character competency. This research provides a foundation for future studies to extend the MTCV to consider other user factors, such as cultural effects.
Altruistic behavior pays, or the importance of fluctuations in evolutionary game theory
NASA Astrophysics Data System (ADS)
Sánchez, Angel; Cuesta, José A.; Roca, Carlos P.
2005-07-01
Human behavior is one of the main problems for evolution, as it is often the case that human actions are disadvantageous for the self and advantageous for other people. Behind this puzzle are our beliefs about rational behavior, based on game theory. Here we show that by going beyond the standard game-theoretical conventions, apparently altruistic behavior can be understood as self-interested. We discuss in detail an example related to the so called Ultimatum game and illustrate the appearance of altruistic behavior induced by fluctuations. In addition, we claim that in general settings, fluctuations play a very relevant role, and we support this claim by considering a completely different example, namely the Stag-Hunt game.
Beullens, Kathleen; Roe, Keith; Van den Bulck, Jan
2011-01-01
This study explored the impact of adolescents' playing of racing and drive'em up games on their risky driving behavior. Participants were 354 adolescent boys and girls who took part in a longitudinal panel survey on video game playing and risk taking attitudes, intentions and behaviors. In line with cultivation theory and theory of planned behavior the results showed that (even after controlling for aggression and sensation seeking) video game playing during adolescence succeeded in predicting later risky driving behavior through adolescents' attitudes and intentions to exhibit this behavior in the future. The results suggest that this relationship may in part be explained by the game content. Copyright © 2010 Elsevier Ltd. All rights reserved.
[Functional magnetic resonance imaging of brain of college students with internet addiction].
DU, Wanping; Liu, Jun; Gao, Xunping; Li, Lingjiang; Li, Weihui; Li, Xin; Zhang, Yan; Zhou, Shunke
2011-08-01
To explore the functional locations of brain regions related to internet addiction (IA)with task-functional magnetic resonance imaging (fMRI). Nineteen college students who had internet game addition and 19 controls accepted the stimuli of videos via computer. The 3.0 Tesla MRI was used to record the Results of echo plannar imaging. The block design method was used. Intragroup and intergroup analysis Results in the 2 groups were obtained. The differences between the 2 groups were analyzed. The internet game videos markedly activated the brain regions of the college students who had or had no internet game addiction. Compared with the control group, the IA group showed increased activation in the right superior parietal lobule, right insular lobe, right precuneus, right cingulated gyrus, and right superior temporal gyrus. Internet game tasks can activate the vision, space, attention and execution center which are composed of temporal occipital gyrus and frontal parietal gyrus. Abnormal brain function and lateral activation of the right brain may exist in IA.
ERIC Educational Resources Information Center
Brams, Steven J.; And Others
This unit views applications of elementary game theory to international relations. It is noted that of all the significant world problems, the nuclear arms race has proved one of the most intractable. The main concern of the module is to investigate a possible solution to the arms race, based on extending the classic two-person game of Prisoner's…
Kang, Yibin; Pan, Qiuhui; Wang, Xueting; He, Mingfeng
2016-01-01
In this paper, we investigate the five-species Jungle game in the framework of evolutionary game theory. We address the coexistence and biodiversity of the system using mean-field theory and Monte Carlo simulations. Then, we find that the inhibition from the bottom-level species to the top-level species can be critical factors that affect biodiversity, no matter how it is distributed, whether homogeneously well mixed or structured. We also find that predators' different preferences for food affect species' coexistence.
NASA Astrophysics Data System (ADS)
Bompard, E.; Ma, Y. C.; Ragazzi, E.
2006-03-01
Competition has been introduced in the electricity markets with the goal of reducing prices and improving efficiency. The basic idea which stays behind this choice is that, in competitive markets, a greater quantity of the good is exchanged at a lower price, leading to higher market efficiency. Electricity markets are pretty different from other commodities mainly due to the physical constraints related to the network structure that may impact the market performance. The network structure of the system on which the economic transactions need to be undertaken poses strict physical and operational constraints. Strategic interactions among producers that game the market with the objective of maximizing their producer surplus must be taken into account when modeling competitive electricity markets. The physical constraints, specific of the electricity markets, provide additional opportunity of gaming to the market players. Game theory provides a tool to model such a context. This paper discussed the application of game theory to physical constrained electricity markets with the goal of providing tools for assessing the market performance and pinpointing the critical network constraints that may impact the market efficiency. The basic models of game theory specifically designed to represent the electricity markets will be presented. IEEE30 bus test system of the constrained electricity market will be discussed to show the network impacts on the market performances in presence of strategic bidding behavior of the producers.
Cooperation, psychological game theory, and limitations of rationality in social interaction.
Colman, Andrew M
2003-04-01
Rational choice theory enjoys unprecedented popularity and influence in the behavioral and social sciences, but it generates intractable problems when applied to socially interactive decisions. In individual decisions, instrumental rationality is defined in terms of expected utility maximization. This becomes problematic in interactive decisions, when individuals have only partial control over the outcomes, because expected utility maximization is undefined in the absence of assumptions about how the other participants will behave. Game theory therefore incorporates not only rationality but also common knowledge assumptions, enabling players to anticipate their co-players' strategies. Under these assumptions, disparate anomalies emerge. Instrumental rationality, conventionally interpreted, fails to explain intuitively obvious features of human interaction, yields predictions starkly at variance with experimental findings, and breaks down completely in certain cases. In particular, focal point selection in pure coordination games is inexplicable, though it is easily achieved in practice; the intuitively compelling payoff-dominance principle lacks rational justification; rationality in social dilemmas is self-defeating; a key solution concept for cooperative coalition games is frequently inapplicable; and rational choice in certain sequential games generates contradictions. In experiments, human players behave more cooperatively and receive higher payoffs than strict rationality would permit. Orthodox conceptions of rationality are evidently internally deficient and inadequate for explaining human interaction. Psychological game theory, based on nonstandard assumptions, is required to solve these problems, and some suggestions along these lines have already been put forward.
NASA Astrophysics Data System (ADS)
Setiawan, R.
2018-03-01
In this paper, Economic Order Quantity (EOQ) of probabilistic two-level supply – chain system for items with imperfect quality has been analyzed under service level constraint. A firm applies an active service level constraint to avoid unpredictable shortage terms in the objective function. Mathematical analysis of optimal result is delivered using two equilibrium scheme concept in game theory approach. Stackelberg’s equilibrium for cooperative strategy and Stackelberg’s Equilibrium for noncooperative strategy. This is a new approach to game theory result in inventory system whether service level constraint is applied by a firm in his moves.
Foundations of Game-Based Learning
ERIC Educational Resources Information Center
Plass, Jan L.; Homer, Bruce D.; Kinzer, Charles K.
2015-01-01
In this article we argue that to study or apply games as learning environments, multiple perspectives have to be taken into account. We first define game-based learning and gamification, and then discuss theoretical models that describe learning with games, arguing that playfulness is orthogonal to learning theory. We then review design elements…
SIMULATION GAMES AND SOCIAL THEORY. OCCASIONAL PAPER.
ERIC Educational Resources Information Center
COLEMAN, JAMES S.
GAMES INTEREST THE SOCIOLOGIST BY DEMONSTRATING MOTIVES AND BEHAVIOR THAT OCCUR IN REAL LIFE AND BY FACILITATING LEARNING THROUGH THEIR RULES, REWARDS, AND LOSSES. SOCIAL SIMULATION GAMES EXPLICITLY MIRROR CERTAIN SOCIAL PROCESSES. EXAMPLES ARE (1) THE FAMILY GAME, BETWEEN CHILD AND PARENT AND THE COMMUNITY OF CHILDREN AND PARENTS, (2) THE…
Using a TV Game Show to Explain the Concept of a Dominant Strategy.
ERIC Educational Resources Information Center
Trandel, Gregory A.
1999-01-01
Illustrates the game-theory concept of a dominant strategy using the MTV-network game show "Singled Out." Describes how the game show works and why this makes it attractive as an example of strategic behavior. Presents examples of how the show is used in class. (DSK)
Theorycrafting the Classroom: Constructing the Introductory Technical Communication Course as a Game
ERIC Educational Resources Information Center
Finseth, Carly
2015-01-01
When games are approached as a pedagogical methodology, the homologies between games and technical communication are highlighted: pedagogy that teaches people to play and succeed within certain confines; classroom assessment that provides meaningful feedback to encourage self-improvement; instructional design that incorporates gaming theory and…
Role Playing Games for Scientific Citizenship
ERIC Educational Resources Information Center
Gaydos, Matthew J.; Squire, Kurt D.
2012-01-01
Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called "Citizen…
Yokoi's Theory of Lateral Innovation: Applications for Learning Game Design
ERIC Educational Resources Information Center
Warren, Scott J.; Jones, Greg
2008-01-01
There are several major challenges for instructional designers seeking to design learning games. These include the lack of access, the cost of rapidly advancing/expensive technology tools that make developing games uneconomical, the institutional time constraints limiting game use, and the concerns that schools lack sufficiently robust computer…
Using Games to Creatively Enhance the Counselor Education Curriculum
ERIC Educational Resources Information Center
Swank, Jacqueline M.
2012-01-01
Utilizing games within the classroom may assist counselor educators with enhancing learning. Counselor educators may integrate games within the curriculum to assist students in learning and developing self-awareness and to assess knowledge and skills. This article describes the utilization of games within experiential-learning theory and presents…
Dealing with Piaget: Analyzing Card Games for Understanding Concepts.
ERIC Educational Resources Information Center
Weisskirch, Robert S.
Students who take developmental psychology courses have difficulty applying theoretical concepts to situations separate from the context of theory. When learning about Piagetian theory, students often confine their understanding to demonstrations of conservation tasks. Analyzing Card Games, an active learning activity, allows students to apply the…
Evolutionary Game Theory and Leadership
ERIC Educational Resources Information Center
Guastello, Stephen J.
2009-01-01
Comments on the article Leadership, followership, and evolution: Some lessons from the past by Van Vugt, Hogan, and Kaiser. This article offers a fresh perspective on leaders, followers, and their possible origins in nonhuman and primitive human behavior patterns. The connections between group coordination, leadership, and game theory have some…
An Examination of Game-Based Learning from Theories of Flow Experience and Cognitive Load
ERIC Educational Resources Information Center
Lai, Chih-Hung; Chu, Chih-Ming; Liu, Hsiang-Hsuan; Yang, Shun-Bo; Chen, Wei-Hsuan
2013-01-01
This study aims to discuss whether game-based learning with the integration of games and digital learning could enhance not only the flow experience in learning but achieve the same flow experience in pure games. In addition, the authors discovered that whether the game-based learning could make learners to reveal higher cognitive load. The…
A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion
DeSmet, Ann; Van Ryckeghem, Dimitri; Compernolle, Sofie; Baranowski, Tom; Thompson, Debbe; Crombez, Geert; Poels, Karolien; Van Lippevelde, Wendy; Bastiaensens, Sara; Van Cleemput, Katrien; Vandebosch, Heidi; De Bourdeaudhuij, Ilse
2015-01-01
Several systematic reviews have described health-promoting effects of serious games but so far no meta-analysis has been reported. This paper presents a meta-analysis of 54 serious digital game studies for healthy lifestyle promotion, in which we investigated the overall effectiveness of serious digital games on healthy lifestyle promotion outcomes and the role of theoretically and clinically important moderators. Findings showed serious games have small positive effects on healthy lifestyles (g=0.260, 95% CI 0.148; 0.373) and their determinants (g=0.334, 95% CI 0.260; 0.407), especially for knowledge. Effects on clinical outcomes were significant, but much smaller (g=0.079, 95% CI 0.038; 0.120). Long-term effects were maintained for all outcomes except for behavior. Serious games are best individually tailored to both socio-demographic and change need information, and benefit from a strong focus on game theories or a dual theoretical foundation in both behavioral prediction and game theories. They can be effective either as a stand-alone or multi-component programs, and appeal to populations regardless of age and gender. Given that effects of games remain heterogeneous, further exploration of which game features create larger effects are needed. PMID:25172024
Medeiros, Alexandre; Marcelino, Rui; Mesquita, Isabel; Palao, José Manuel
2014-09-01
This study aimed to assess the effects of age groups and players' role (blocker vs. defender specialist) in beach volleyball in relation to physical and temporal variables, considering quality of opposition. 1101 rallies from Under 19 (U19), 933 rallies from Under 21 (U21), and 1480 rallies from senior (senior) (Men's Swatch World Championships, 2010-2011) were observed using video match analysis. Cluster analysis was used to set teams' competitive levels and establish quality of opposition as "balanced", "moderate balanced" and "unbalanced" games. The analyzed variables were: temporal (duration of set, total rest time, total work time, duration of rallies, rest time between rallies) and physical (number of jumps and number of hits done by defenders and blockers) characteristics. A one-way ANOVA, independent samples t-test and multinomial logistic regression were performed to analyze the variables studied. The analysis of temporal and physical characteristics showed differences considering age group, player's role and quality of opposition. The duration of set, total rest time, and number of jumps done by defenders significantly increased from the U19 to senior category. Multinomial logistic regression showed that in: a) balanced games, rest time between rallies was higher in seniors than in U19 or U21; number of jumps done by defenders was higher in seniors than in U19) and U21; b) moderate balanced games, number of jumps done by defenders was higher in seniors than in U21 and number of jumps done by blockers was smaller in U19 than U21 or seniors; c) unbalanced games, no significant findings were shown. This study suggests differences in players' performances according to age group and players' role in different qualities of opposition. The article provides reference values that can be useful to guide training and create scenarios that resemble a competition, taking into account physical and temporal characteristics. Key PointsPlayer roles, quality of opposition, and competitive level of the teams influence physical and temporal characteristics, and they may be taken into consideration during the training by strength and conditioning coaches and coaches.More experienced players adopt strategies to better manage their effort and rest time between rallies.The game strategy affects the physical actions done by players (e.g. tendency to serve more to one player of the team affects the number of jumps performed by this player).
Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women.
Shiyko, Mariya; Hallinan, Sean; Seif El-Nasr, Magy; Subramanian, Shree; Castaneda-Sceppa, Carmen
2016-06-02
Obesity and weight gain is a critical public health concern. Serious digital games are gaining popularity in the context of health interventions. They use persuasive and fun design features to engage users in health-related behaviors in a non-game context. As a young field, research about effectiveness and acceptability of such games for weight loss is sparse. The goal of this study was to evaluate real-world play patterns of SpaPlay and its impact on body mass index (BMI) and nutritional knowledge. SpaPlay is a computer game designed to help women adopt healthier dietary and exercise behaviors, developed based on Self-Determination theory and the Player Experience of Need Satisfaction (PENS) model. Progress in the game is tied to real-life activities (e.g., eating a healthy snack, taking a flight of stairs). We recruited 47 women to partake in a within-subject 90-day longitudinal study, with assessments taken at baseline, 1-, 2-, and 3- months. Women were on average, 29.8 years old (±7.3), highly educated (80.9% had BA or higher), 39% non-White, baseline BMI 26.98 (±5.6), who reported at least contemplating making changes in their diet and exercise routine based on the Stages of Change Model. We computed 9 indices from game utilization data to evaluate game play. We used general linear models to examine inter-individual differences between levels of play, and multilevel models to assess temporal changes in BMI and nutritional knowledge. Patterns of game play were mixed. Participants who reported being in the preparation or action stages of behavior change exhibited more days of play and more play regularity compared to those who were in the contemplation stage. Additionally, women who reported playing video games 1-2 hours per session demonstrated more sparse game play. Brief activities, such as one-time actions related to physical activity or healthy food, were preferred over activities that require a longer commitment (e.g., taking stairs every day for a week). BMI decreased significantly (P<.001) from baseline to 3-month follow-up, yielding a large effect size of 1.28. Nutritional knowledge increased significantly (P<.001) from first to third month follow-ups, with an effect size of .86. The degree of change in both outcomes was related to game play, baseline readiness to change, and the extent of video game play in general. This work demonstrates initial evidence of success for using a serious game as an intervention for health behavior change in real world settings. Our findings also highlight the need to understand not only game effectiveness but also inter-individual differences. Individualizing content and the intervention medium appears to be necessary for a more personalized and long-lasting impact.
Yoshida, Wako; Dolan, Ray J.; Friston, Karl J.
2008-01-01
This paper introduces a model of ‘theory of mind’, namely, how we represent the intentions and goals of others to optimise our mutual interactions. We draw on ideas from optimum control and game theory to provide a ‘game theory of mind’. First, we consider the representations of goals in terms of value functions that are prescribed by utility or rewards. Critically, the joint value functions and ensuing behaviour are optimised recursively, under the assumption that I represent your value function, your representation of mine, your representation of my representation of yours, and so on ad infinitum. However, if we assume that the degree of recursion is bounded, then players need to estimate the opponent's degree of recursion (i.e., sophistication) to respond optimally. This induces a problem of inferring the opponent's sophistication, given behavioural exchanges. We show it is possible to deduce whether players make inferences about each other and quantify their sophistication on the basis of choices in sequential games. This rests on comparing generative models of choices with, and without, inference. Model comparison is demonstrated using simulated and real data from a ‘stag-hunt’. Finally, we note that exactly the same sophisticated behaviour can be achieved by optimising the utility function itself (through prosocial utility), producing unsophisticated but apparently altruistic agents. This may be relevant ethologically in hierarchal game theory and coevolution. PMID:19112488
Adaptive, Distributed Control of Constrained Multi-Agent Systems
NASA Technical Reports Server (NTRS)
Bieniawski, Stefan; Wolpert, David H.
2004-01-01
Product Distribution (PO) theory was recently developed as a broad framework for analyzing and optimizing distributed systems. Here we demonstrate its use for adaptive distributed control of Multi-Agent Systems (MASS), i.e., for distributed stochastic optimization using MAS s. First we review one motivation of PD theory, as the information-theoretic extension of conventional full-rationality game theory to the case of bounded rational agents. In this extension the equilibrium of the game is the optimizer of a Lagrangian of the (Probability dist&&on on the joint state of the agents. When the game in question is a team game with constraints, that equilibrium optimizes the expected value of the team game utility, subject to those constraints. One common way to find that equilibrium is to have each agent run a Reinforcement Learning (E) algorithm. PD theory reveals this to be a particular type of search algorithm for minimizing the Lagrangian. Typically that algorithm i s quite inefficient. A more principled alternative is to use a variant of Newton's method to minimize the Lagrangian. Here we compare this alternative to RL-based search in three sets of computer experiments. These are the N Queen s problem and bin-packing problem from the optimization literature, and the Bar problem from the distributed RL literature. Our results confirm that the PD-theory-based approach outperforms the RL-based scheme in all three domains.
Desseilles, Martin
2016-01-01
In the field of mental health, games and computerized games present questions about paradoxes, evidences, and challenges. This perspective article offers perspectives and personal opinion about these questions, evidences, and challenges with an objective of presenting several ideas and issues in this rapidly developing field. First, games raise some questions in the sense of the paradox between a game and an issue, as well as the paradox of using an amusing game to treat a serious pathology. Second, games also present evidence in the sense that they involve relationships with others, as well as learning, communication, language, emotional regulation, and hedonism. Third, games present challenges, such as the risk of abuse, the critical temporal period that may be limited to childhood, their important influence on sociocognitive learning and the establishment of social norms, and the risk of misuse of games.
Desseilles, Martin
2016-01-01
In the field of mental health, games and computerized games present questions about paradoxes, evidences, and challenges. This perspective article offers perspectives and personal opinion about these questions, evidences, and challenges with an objective of presenting several ideas and issues in this rapidly developing field. First, games raise some questions in the sense of the paradox between a game and an issue, as well as the paradox of using an amusing game to treat a serious pathology. Second, games also present evidence in the sense that they involve relationships with others, as well as learning, communication, language, emotional regulation, and hedonism. Third, games present challenges, such as the risk of abuse, the critical temporal period that may be limited to childhood, their important influence on sociocognitive learning and the establishment of social norms, and the risk of misuse of games. PMID:27458390
Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition
NASA Astrophysics Data System (ADS)
Wang, Qian; Gosik, Kirk; Xing, Sujuan; Jiang, Libo; Sun, Lidan; Chinchilli, Vernon M.; Wu, Rongling
2017-03-01
Epigenetic reprogramming is thought to play a critical role in maintaining the normal development of embryos. How the methylation state of paternal and maternal genomes regulates embryogenesis depends on the interaction and coordination of the gametes of two sexes. While there is abundant research in exploring the epigenetic interactions of sperms and oocytes, a knowledge gap exists in the mechanistic quantitation of these interactions and their impact on embryo development. This review aims at formulating a modeling framework to address this gap through the integration and synthesis of evolutionary game theory and the latest discoveries of the epigenetic control of embryo development by next-generation sequencing. This framework, named epigenetic game theory or epiGame, views embryogenesis as an ecological system in which two highly distinct and specialized gametes coordinate through either cooperation or competition, or both, to maximize the fitness of embryos under Darwinian selection. By implementing a system of ordinary differential equations, epiGame quantifies the pattern and relative magnitude of the methylation effects on embryogenesis by the mechanisms of cooperation and competition. epiGame may gain new insight into reproductive biology and can be potentially applied to design personalized medicines for genetic disorder intervention.
Defending Against Advanced Persistent Threats Using Game-Theory.
Rass, Stefan; König, Sandra; Schauer, Stefan
2017-01-01
Advanced persistent threats (APT) combine a variety of different attack forms ranging from social engineering to technical exploits. The diversity and usual stealthiness of APT turns them into a central problem of contemporary practical system security, since information on attacks, the current system status or the attacker's incentives is often vague, uncertain and in many cases even unavailable. Game theory is a natural approach to model the conflict between the attacker and the defender, and this work investigates a generalized class of matrix games as a risk mitigation tool for an advanced persistent threat (APT) defense. Unlike standard game and decision theory, our model is tailored to capture and handle the full uncertainty that is immanent to APTs, such as disagreement among qualitative expert risk assessments, unknown adversarial incentives and uncertainty about the current system state (in terms of how deeply the attacker may have penetrated into the system's protective shells already). Practically, game-theoretic APT models can be derived straightforwardly from topological vulnerability analysis, together with risk assessments as they are done in common risk management standards like the ISO 31000 family. Theoretically, these models come with different properties than classical game theoretic models, whose technical solution presented in this work may be of independent interest.
Access point selection game with mobile users using correlated equilibrium.
Sohn, Insoo
2015-01-01
One of the most important issues in wireless local area network (WLAN) systems with multiple access points (APs) is the AP selection problem. Game theory is a mathematical tool used to analyze the interactions in multiplayer systems and has been applied to various problems in wireless networks. Correlated equilibrium (CE) is one of the powerful game theory solution concepts, which is more general than the Nash equilibrium for analyzing the interactions in multiplayer mixed strategy games. A game-theoretic formulation of the AP selection problem with mobile users is presented using a novel scheme based on a regret-based learning procedure. Through convergence analysis, we show that the joint actions based on the proposed algorithm achieve CE. Simulation results illustrate that the proposed algorithm is effective in a realistic WLAN environment with user mobility and achieves maximum system throughput based on the game-theoretic formulation.
Access Point Selection Game with Mobile Users Using Correlated Equilibrium
Sohn, Insoo
2015-01-01
One of the most important issues in wireless local area network (WLAN) systems with multiple access points (APs) is the AP selection problem. Game theory is a mathematical tool used to analyze the interactions in multiplayer systems and has been applied to various problems in wireless networks. Correlated equilibrium (CE) is one of the powerful game theory solution concepts, which is more general than the Nash equilibrium for analyzing the interactions in multiplayer mixed strategy games. A game-theoretic formulation of the AP selection problem with mobile users is presented using a novel scheme based on a regret-based learning procedure. Through convergence analysis, we show that the joint actions based on the proposed algorithm achieve CE. Simulation results illustrate that the proposed algorithm is effective in a realistic WLAN environment with user mobility and achieves maximum system throughput based on the game-theoretic formulation. PMID:25785726
Dong, Guangheng; Potenza, Marc N
2016-02-01
Individuals with Internet gaming disorder (IGD) continue gaming despite adverse consequences. However, the precise mechanism underlying this behavior remains unknown. In this study, data from 20 IGD subjects and 16 otherwise comparable healthy control subjects (HCs) were recorded and compared when they were undergoing risk-taking and risky decision-making during functional magnetic resonance imaging (fMRI). During risk-taking and as compared to HCs, IGD subjects selected more risk-disadvantageous trials and demonstrated less activation of the anterior cingulate, posterior cingulate and middle temporal gyrus. During risky decision-making and as compared to HCs, IGD subjects showed shorter response times and less activations of the inferior frontal and superior temporal gyri. Taken together, data suggest that IGD subjects show impaired executive control in selecting risk-disadvantageous choices, and they make risky decisions more hastily and with less recruitment of regions implicated in impulse control. These results suggest a possible neurobiological underpinning for why IGD subjects may exhibit poor control over their game-seeking behaviors even when encountering negative consequences and provide possible therapeutic targets for interventions in this population. Copyright © 2015 Elsevier Ltd. All rights reserved.
Kang, Yibin; Pan, Qiuhui; Wang, Xueting; He, Mingfeng
2016-01-01
In this paper, we investigate the five-species Jungle game in the framework of evolutionary game theory. We address the coexistence and biodiversity of the system using mean-field theory and Monte Carlo simulations. Then, we find that the inhibition from the bottom-level species to the top-level species can be critical factors that affect biodiversity, no matter how it is distributed, whether homogeneously well mixed or structured. We also find that predators’ different preferences for food affect species’ coexistence. PMID:27332995
Chiou, Wen-Bin
2008-04-01
The negative impact of Internet use on adolescents has received much popular attention and has also become a popular research topic. How to induce adolescent players to change their attitudes toward online gaming is one of the most important issues in online gaming addiction. The present study is based on the less-leads-to-more effect of dissonance theory. Experimental research was conducted to examine the effects of rewards and decision freedom on attitude change toward online gaming among adolescents considered at risk for addiction. The results supported predictions based on external justification in dissonance theory. Specifically, fewer rewards produced greater attitude change toward online gaming in the condition of personal freedom of choice after participants exhibited attitude-discrepant behavior. However, the less-leads-to-more effect was not prominent in the condition without personal freedom of choice. Adopting a reward strategy to induce game players to disengage online gaming is discussed.
Recommendations for Model Driven Paradigms for Integrated Approaches to Cyber Defense
2017-03-06
analogy (e.g., Susceptible, Infected, Recovered [SIR]) • Abstract wargaming: game -theoretic model of cyber conflict without modeling the underlying...malware. 3.7 Abstract Wargaming Here, a game -theoretic process is modeled with moves and effects inspired by cyber conflict but without modeling the...underlying processes of cyber attack and defense. Examples in literature include the following: • Cho J-H, Gao J. Cyber war game in temporal networks
ERIC Educational Resources Information Center
Wu, Min Lun
2018-01-01
This qualitative case study reports descriptive findings of digital game-based learning involving 15 Taiwanese middle school students' use of computational thinking skills elicited through programmed activities in a game design workshop. Situated learning theory is utilized as framework to evaluate novice game designers' individual advancement in…
Health Education Video Games for Children and Adolescents: Theory, Design, and Research Findings.
ERIC Educational Resources Information Center
Lieberman, Debra A.
This study examined whether video games could be effective health education and therapeutic interventions for children and adolescents with diabetes. KIDZ Health Software developed a game about diabetes self-management, and tested its effectiveness for children with diabetes. The Packy and Marlon Super Nintendo video game promotes fun,…
ERIC Educational Resources Information Center
Turkay, Selen; Hoffman, Daniel; Kinzer, Charles K.; Chantes, Pantiphar; Vicari, Christopher
2014-01-01
Researchers have argued that an effort should be made to raise teachers' and parents' awareness of the potentially positive educational benefits of playing video games (e.g., see Baek, 2008). One part of this effort should be to increase understanding of how video games can be situated within teachers' existing goals and knowledge…
ERIC Educational Resources Information Center
Seibold, David R.; Steinfatt, Thomas M.
To extend information on communication to game theory, a study was conducted (1) to determine whether there was a relationship between dogmatism of players in a creative alternative game and their game behavior, and (2) to compare the behavior of federal prison inmates playing a game under conditions of real rewards and full communication…
Han, Doug Hyun; Lyoo, In Kyoon; Renshaw, Perry F
2012-04-01
Patients with on-line game addiction (POGA) and professional video game players play video games for extended periods of time, but experience very different consequences for their on-line game play. Brain regions consisting of anterior cingulate, thalamus and occpito-temporal areas may increase the likelihood of becoming a pro-gamer or POGA. Twenty POGA, seventeen pro-gamers, and eighteen healthy comparison subjects (HC) were recruited. All magnetic resonance imaging (MRI) was performed on a 1.5 Tesla Espree MRI scanner (SIEMENS, Erlangen, Germany). Voxel-wise comparisons of gray matter volume were performed between the groups using the two-sample t-test with statistical parametric mapping (SPM5). Compared to HC, the POGA group showed increased impulsiveness and perseverative errors, and volume in left thalamus gray matter, but decreased gray matter volume in both inferior temporal gyri, right middle occipital gyrus, and left inferior occipital gyrus, compared with HC. Pro-gamers showed increased gray matter volume in left cingulate gyrus, but decreased gray matter volume in left middle occipital gyrus and right inferior temporal gyrus compared with HC. Additionally, the pro-gamer group showed increased gray matter volume in left cingulate gyrus and decreased left thalamus gray matter volume compared with the POGA group. The current study suggests that increased gray matter volumes of the left cingulate gyrus in pro-gamers and of the left thalamus in POGA may contribute to the different clinical characteristics of pro-gamers and POGA. Copyright © 2012 Elsevier Ltd. All rights reserved.
Hypergame theory applied to cyber attack and defense
NASA Astrophysics Data System (ADS)
House, James Thomas; Cybenko, George
2010-04-01
This work concerns cyber attack and defense in the context of game theory--specifically hypergame theory. Hypergame theory extends classical game theory with the ability to deal with differences in players' expertise, differences in their understanding of game rules, misperceptions, and so forth. Each of these different sub-scenarios, or subgames, is associated with a probability--representing the likelihood that the given subgame is truly "in play" at a given moment. In order to form an optimal attack or defense policy, these probabilities must be learned if they're not known a-priori. We present hidden Markov model and maximum entropy approaches for accurately learning these probabilities through multiple iterations of both normal and modified game play. We also give a widely-applicable approach for the analysis of cases where an opponent is aware that he is being studied, and intentionally plays to spoil the process of learning and thereby obfuscate his attributes. These are considered in the context of a generic, abstract cyber attack example. We demonstrate that machine learning efficacy can be heavily dependent on the goals and styles of participant behavior. To this end detailed simulation results under various combinations of attacker and defender behaviors are presented and analyzed.
Quantum-Like Model for Decision Making Process in Two Players Game. A Non-Kolmogorovian Model
NASA Astrophysics Data System (ADS)
Asano, Masanari; Ohya, Masanori; Khrennikov, Andrei
2011-03-01
In experiments of games, players frequently make choices which are regarded as irrational in game theory. In papers of Khrennikov (Information Dynamics in Cognitive, Psychological and Anomalous Phenomena. Fundamental Theories of Physics, Kluwer Academic, Norwell, 2004; Fuzzy Sets Syst. 155:4-17, 2005; Biosystems 84:225-241, 2006; Found. Phys. 35(10):1655-1693, 2005; in QP-PQ Quantum Probability and White Noise Analysis, vol. XXIV, pp. 105-117, 2009), it was pointed out that statistics collected in such the experiments have "quantum-like" properties, which can not be explained in classical probability theory. In this paper, we design a simple quantum-like model describing a decision-making process in a two-players game and try to explain a mechanism of the irrational behavior of players. Finally we discuss a mathematical frame of non-Kolmogorovian system in terms of liftings (Accardi and Ohya, in Appl. Math. Optim. 39:33-59, 1999).
Review of game theory applications for situation awareness
NASA Astrophysics Data System (ADS)
Blasch, Erik; Shen, Dan; Pham, Khanh D.; Chen, Genshe
2015-05-01
Game theoretical methods have been used for spectral awareness, space situational awareness (SSA), cyber situational awareness (CSA), and Intelligence, Surveillance, and Reconnaissance situation awareness (ISA). Each of these cases, awareness is supported by sensor estimation for assessment and the situation is determined from the actions of multiple players. Game theory assumes rational actors in a defined scenario; however, variations in social, cultural and behavioral factors include the dynamic nature of the context. In a dynamic data-driven application system (DDDAS), modeling must include both the measurements but also how models are used by different actors with different priorities. In this paper, we highlight the applications of game theory by reviewing the literature to determine the current state of the art and future needs. Future developments would include building towards knowledge awareness with information technology (e.g., data aggregation, access, indexing); multiscale analysis (e.g., space, time, and frequency), and software methods (e.g., architectures, cloud computing, protocols).
NASA Astrophysics Data System (ADS)
Hanauske, Matthias; Kunz, Jennifer; Bernius, Steffen; König, Wolfgang
2010-11-01
The last financial and economic crisis demonstrated the dysfunctional long-term effects of aggressive behaviour in financial markets. Yet, evolutionary game theory predicts that under the condition of strategic dependence a certain degree of aggressive behaviour remains within a given population of agents. However, as a consequence of the financial crisis, it would be desirable to change the “rules of the game” in a way that prevents the occurrence of any aggressive behaviour and thereby also the danger of market crashes. The paper picks up this aspect. Through the extension of the well-known hawk-dove game by a quantum approach, we can show that dependent on entanglement, evolutionary stable strategies also can emerge, which are not predicted by the classical evolutionary game theory and where the total economic population uses a non-aggressive quantum strategy.
Mathiak, Krystyna A; Klasen, Martin; Weber, René; Ackermann, Hermann; Shergill, Sukhwinder S; Mathiak, Klaus
2011-07-12
Violent content in video games evokes many concerns but there is little research concerning its rewarding aspects. It was demonstrated that playing a video game leads to striatal dopamine release. It is unclear, however, which aspects of the game cause this reward system activation and if violent content contributes to it. We combined functional Magnetic Resonance Imaging (fMRI) with individual affect measures to address the neuronal correlates of violence in a video game. Thirteen male German volunteers played a first-person shooter game (Tactical Ops: Assault on Terror) during fMRI measurement. We defined success as eliminating opponents, and failure as being eliminated themselves. Affect was measured directly before and after game play using the Positive and Negative Affect Schedule (PANAS). Failure and success events evoked increased activity in visual cortex but only failure decreased activity in orbitofrontal cortex and caudate nucleus. A negative correlation between negative affect and responses to failure was evident in the right temporal pole (rTP). The deactivation of the caudate nucleus during failure is in accordance with its role in reward-prediction error: it occurred whenever subject missed an expected reward (being eliminated rather than eliminating the opponent). We found no indication that violence events were directly rewarding for the players. We addressed subjective evaluations of affect change due to gameplay to study the reward system. Subjects reporting greater negative affect after playing the game had less rTP activity associated with failure. The rTP may therefore be involved in evaluating the failure events in a social context, to regulate the players' mood.
Development and User Satisfaction of "Plan-It Commander," a Serious Game for Children with ADHD.
Bul, Kim C M; Franken, Ingmar H A; Van der Oord, Saskia; Kato, Pamela M; Danckaerts, Marina; Vreeke, Leonie J; Willems, Annik; van Oers, Helga J J; van den Heuvel, Ria; van Slagmaat, Rens; Maras, Athanasios
2015-12-01
The need for engaging treatment approaches within mental health care has led to the application of gaming approaches to existing behavioral training programs (i.e., gamification). Because children with attention deficit/hyperactivity disorder (ADHD) tend to have fewer problems with concentration and engagement when playing digital games, applying game technologies and design approaches to complement treatment may be a useful means to engage this population in their treatment. Unfortunately, gamified training programs currently available for ADHD have been limited in their ability to demonstrate in-game behavior skills that generalize to daily life situations. Therefore, we developed a new serious game (called "Plan-It Commander") that was specifically designed to promote behavioral learning and promotes strategy use in domains of daily life functioning such as time management, planning/organizing, and prosocial skills that are known to be problematic for children with ADHD. An interdisciplinary team contributed to the development of the game. The game's content and approach are based on psychological principles from the Self-Regulation Model, Social Cognitive Theory, and Learning Theory. In this article, game development and the scientific background of the behavioral approach are described, as well as results of a survey (n = 42) to gather user feedback on the first prototype of the game. The findings suggest that participants were satisfied with this game and provided the basis for further development and research to the game. Implications for developing serious games and applying user feedback in game development are discussed.
Zhang, Le; Zhang, Shaoxiang
2017-03-01
A body of research [1-7] has already shown that epigenetic reprogramming plays a critical role in maintaining the normal development of embryos. However, the mechanistic quantitation of the epigenetic interactions between sperms and oocytes and the related impact on embryo development are still not clear [6,7]. In this study, Wang et al., [8] develop a modeling framework that addresses this question by integrating game theory and the latest discoveries of the epigenetic control of embryo development. Copyright © 2017 Elsevier B.V. All rights reserved.
Gamification and serious games for personalized health.
McCallum, Simon
2012-01-01
Computer games are no longer just a trivial activity played by children in arcades. Social networking and casual gaming have broadened the market for, and acceptance of, games. This has coincided with a realization of their power to engage and motivate players. Good computer games are excellent examples of modern educational theory [1]. The military, health providers, governments, and educators, all use computer games. This paper focuses on Games for Health, discussing the range of areas and approaches to developing these games. We extend a taxonomy for Games for Health, describe a case study on games for dementia sufferers, and finally, present some challenges and research opportunities in this area.
Evolutionary game theory and multiple chemical sensitivity.
Newlin, D B
1999-01-01
Newlin's [Newlin D.B. Evolutionary game theory of tolerance and sensitization in substance abuse. Paper presented to the Research Society on Alcoholism, Hilton Head, SC, 1998] evolutionary game theory of addictive behavior specifies how evolutionarily stable strategies for survival and reproduction may lead to addiction. The game theory of multiple chemical sensitivity (MCS) assumes that: (1) the MCS patient responds to low-level toxicants as stressors or as direct threats to their survival and reproductive fitness, (2) this activates the cortico-mesolimbic dopamine system, (3) this system is a survival motivation center--not a 'reward center', (4) the subject emits a counter-response that is in the same direction as the naive response to the chemicals, (5) previously neutral stimuli associated with chemicals also trigger conditioned responses that mimic those to the chemicals, (6) these counter-responses further activate the dopaminergic survival motivation system, and (7) this produces a positive feedback loop that leads to strong neural sensitization in these structures and in behavior controlled by this system, despite a small initial response. Psychologically, the MCS patient with a sensitized cortico-mesolimbic dopamine system is behaving as though his/her survival is directly threatened by these chemicals. Non-MCS subjects have counter-responses opposite in direction to those of the chemicals and show tolerance. An autoshaping/sign-tracking model of this game is discussed. This evolutionary game makes several specific, testable predictions about differences between MCS subjects, non-MCS controls, and substance abusers in laboratory experiments, and between sensitized and nonsensitized animals.
Integrating Health Behavior Theory and Design Elements in Serious Games
Fleming, Theresa; Lucassen, Mathijs FG; Bridgman, Heather; Stasiak, Karolina; Shepherd, Matthew; Orpin, Peter
2015-01-01
Background Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. Objective To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. Methods We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. Results A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. Conclusions This study’s method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user’s sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose. PMID:26543916
Information Theory - The Bridge Connecting Bounded Rational Game Theory and Statistical Physics
NASA Technical Reports Server (NTRS)
Wolpert, David H.
2005-01-01
A long-running difficulty with conventional game theory has been how to modify it to accommodate the bounded rationality of all red-world players. A recurring issue in statistical physics is how best to approximate joint probability distributions with decoupled (and therefore far more tractable) distributions. This paper shows that the same information theoretic mathematical structure, known as Product Distribution (PD) theory, addresses both issues. In this, PD theory not only provides a principle formulation of bounded rationality and a set of new types of mean field theory in statistical physics; it also shows that those topics are fundamentally one and the same.
Applying Developmental Theory and Research to the Creation of Educational Games
ERIC Educational Resources Information Center
Revelle, Glenda
2013-01-01
The field of developmental psychology has produced abundant theory and research about the physical, cognitive, social, and emotional development of children; however, to date there has been limited use of this wealth of knowledge by developers creating games for children. This chapter provides an overview of key theoretical observations and…
ERIC Educational Resources Information Center
Vierling-Claassen, Angela
2010-01-01
Ever had a roommate? Then you know that it can be difficult to share housekeeping duties. This article uses game theory to analyze situations in which there is a task to be done and two people who might do it. We then use our analysis to consider what game theory tells us about the gendered division of household labor.
A meta-analysis of serious digital games for healthy lifestyle promotion.
DeSmet, Ann; Van Ryckeghem, Dimitri; Compernolle, Sofie; Baranowski, Tom; Thompson, Debbe; Crombez, Geert; Poels, Karolien; Van Lippevelde, Wendy; Bastiaensens, Sara; Van Cleemput, Katrien; Vandebosch, Heidi; De Bourdeaudhuij, Ilse
2014-12-01
Several systematic reviews have described health-promoting effects of serious games but so far no meta-analysis has been reported. This paper presents a meta-analysis of 54 serious digital game studies for healthy lifestyle promotion, in which we investigated the overall effectiveness of serious digital games on healthy lifestyle promotion outcomes and the role of theoretically and clinically important moderators. Findings showed that serious games have small positive effects on healthy lifestyles (g=0.260, 95% CI 0.148; 0.373) and their determinants (g=0.334, 95% CI 0.260; 0.407), especially for knowledge. Effects on clinical outcomes were significant, but much smaller (g=0.079, 95% CI 0.038; 0.120). Long-term effects were maintained for all outcomes except for behavior. Serious games are best individually tailored to both socio-demographic and change need information, and benefit from a strong focus on game theories or a dual theoretical foundation in both behavioral prediction and game theories. They can be effective either as a stand-alone or multi-component programs, and appeal to populations regardless of age and gender. Given that effects of games remain heterogeneous, further explorations of which game features create larger effects are needed. Copyright © 2014 Elsevier Inc. All rights reserved.
Action Being Character: A Promising Perspective on the Solution Concept of Game Theory
Deng, Kuiying; Chu, Tianguang
2011-01-01
The inconsistency of predictions from solution concepts of conventional game theory with experimental observations is an enduring question. These solution concepts are based on the canonical rationality assumption that people are exclusively self-regarding utility maximizers. In this article, we think this assumption is problematic and, instead, assume that rational economic agents act as if they were maximizing their implicit utilities, which turns out to be a natural extension of the canonical rationality assumption. Implicit utility is defined by a player's character to reflect his personal weighting between cooperative, individualistic, and competitive social value orientations. The player who actually faces an implicit game chooses his strategy based on the common belief about the character distribution for a general player and the self-estimation of his own character, and he is not concerned about which strategies other players will choose and will never feel regret about his decision. It is shown by solving five paradigmatic games, the Dictator game, the Ultimatum game, the Prisoner's Dilemma game, the Public Goods game, and the Battle of the Sexes game, that the framework of implicit game and its corresponding solution concept, implicit equilibrium, based on this alternative assumption have potential for better explaining people's actual behaviors in social decision making situations. PMID:21573055
Action being character: a promising perspective on the solution concept of game theory.
Deng, Kuiying; Chu, Tianguang
2011-05-09
The inconsistency of predictions from solution concepts of conventional game theory with experimental observations is an enduring question. These solution concepts are based on the canonical rationality assumption that people are exclusively self-regarding utility maximizers. In this article, we think this assumption is problematic and, instead, assume that rational economic agents act as if they were maximizing their implicit utilities, which turns out to be a natural extension of the canonical rationality assumption. Implicit utility is defined by a player's character to reflect his personal weighting between cooperative, individualistic, and competitive social value orientations. The player who actually faces an implicit game chooses his strategy based on the common belief about the character distribution for a general player and the self-estimation of his own character, and he is not concerned about which strategies other players will choose and will never feel regret about his decision. It is shown by solving five paradigmatic games, the Dictator game, the Ultimatum game, the Prisoner's Dilemma game, the Public Goods game, and the Battle of the Sexes game, that the framework of implicit game and its corresponding solution concept, implicit equilibrium, based on this alternative assumption have potential for better explaining people's actual behaviors in social decision making situations.
Regenbogen, Christina; Herrmann, Manfred; Fehr, Thorsten
2010-01-01
Studies investigating the effects of violent computer and video game playing have resulted in heterogeneous outcomes. It has been assumed that there is a decreased ability to differentiate between virtuality and reality in people that play these games intensively. FMRI data of a group of young males with (gamers) and without (controls) a history of long-term violent computer game playing experience were obtained during the presentation of computer game and realistic video sequences. In gamers the processing of real violence in contrast to nonviolence produced activation clusters in right inferior frontal, left lingual and superior temporal brain regions. Virtual violence activated a network comprising bilateral inferior frontal, occipital, postcentral, right middle temporal, and left fusiform regions. Control participants showed extended left frontal, insula and superior frontal activations during the processing of real, and posterior activations during the processing of virtual violent scenarios. The data suggest that the ability to differentiate automatically between real and virtual violence has not been diminished by a long-term history of violent video game play, nor have gamers' neural responses to real violence in particular been subject to desensitization processes. However, analyses of individual data indicated that group-related analyses reflect only a small part of actual individual different neural network involvement, suggesting that the consideration of individual learning history is sufficient for the present discussion.
A Probabilistic-Numerical Approximation for an Obstacle Problem Arising in Game Theory
DOE Office of Scientific and Technical Information (OSTI.GOV)
Gruen, Christine, E-mail: christine.gruen@univ-brest.fr
We investigate a two-player zero-sum stochastic differential game in which one of the players has more information on the game than his opponent. We show how to construct numerical schemes for the value function of this game, which is given by the solution of a quasilinear partial differential equation with obstacle.
Massively Multiplayer Online Role-Playing Games as Arenas for Second Language Learning
ERIC Educational Resources Information Center
Peterson, Mark
2010-01-01
This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of…
Multiplayer Online Games as Educational Tools: Facing New Challenges in Learning
ERIC Educational Resources Information Center
Paraskeva, Fotini; Mysirlaki, Sofia; Papagianni, Aikaterini
2010-01-01
This paper outlines a proposal for the development of educational multiplayer online games based on the activity theory, as an alternative to the current trend in multiplayer gaming and a means of promoting collaboration among students. In order to examine whether online games are engaging for learners, we consider multiple factors regarding game…
On the Short Horizon of Spontaneous Iterative Reasoning in Logical Puzzles and Games
ERIC Educational Resources Information Center
Mazzocco, Ketti; Cherubini, Anna Maria; Cherubini, Paolo
2013-01-01
A reasoning strategy is iterative when the initial conclusion suggested by a set of premises is integrated into that set of premises in order to yield additional conclusions. Previous experimental studies on game theory-based strategic games (such as the beauty contest game) observed difficulty in reasoning iteratively, which has been partly…
Real payoffs and virtual trading in agent based market models
NASA Astrophysics Data System (ADS)
Ferreira, Fernando F.; Marsili, Matteo
2005-01-01
The -Game was recently introduced as an extension of the Minority Game. In this paper we compare this model with the well know Minority Game and the Majority Game models. Due to the inter-temporal nature of the market payoff, we introduce a two step transaction with single and mixed group of interacting traders. When the population is composed of two different group of -traders, they show an anti-imitative behavior. However, when they interact with minority or majority players the $-population imitates the usual behavior of these players. Finally we discuss how these models contribute to clarify the market mechanism.
Lewis, Melissa L; Weber, René; Bowman, Nicholas David
2008-08-01
This paper proposes a new and reliable metric for measuring character attachment (CA), the connection felt by a video game player toward a video game character. Results of construct validity analyses indicate that the proposed CA scale has a significant relationship with self-esteem, addiction, game enjoyment, and time spent playing games; all of these relationships are predicted by theory. Additionally, CA levels for role-playing games differ significantly from CA levels of other character-driven games.
HackAttack: Game-Theoretic Analysis of Realistic Cyber Conflicts
DOE Office of Scientific and Technical Information (OSTI.GOV)
Ferragut, Erik M; Brady, Andrew C; Brady, Ethan J
Game theory is appropriate for studying cyber conflict because it allows for an intelligent and goal-driven adversary. Applications of game theory have led to a number of results regarding optimal attack and defense strategies. However, the overwhelming majority of applications explore overly simplistic games, often ones in which each participant s actions are visible to every other participant. These simplifications strip away the fundamental properties of real cyber conflicts: probabilistic alerting, hidden actions, unknown opponent capabilities. In this paper, we demonstrate that it is possible to analyze a more realistic game, one in which different resources have different weaknesses, playersmore » have different exploits, and moves occur in secrecy, but they can be detected. Certainly, more advanced and complex games are possible, but the game presented here is more realistic than any other game we know of in the scientific literature. While optimal strategies can be found for simpler games using calculus, case-by-case analysis, or, for stochastic games, Q-learning, our more complex game is more naturally analyzed using the same methods used to study other complex games, such as checkers and chess. We define a simple evaluation function and employ multi-step searches to create strategies. We show that such scenarios can be analyzed, and find that in cases of extreme uncertainty, it is often better to ignore one s opponent s possible moves. Furthermore, we show that a simple evaluation function in a complex game can lead to interesting and nuanced strategies.« less
Electromagnetic game modeling through Tensor Analysis of Networks and Game Theory
NASA Astrophysics Data System (ADS)
Maurice, Olivier; Reineix, Alain; Lalléchère, Sébastien
2014-10-01
A complex system involves events coming from natural behaviors. Whatever is the complicated face of machines, they are still far from the complexity of natural systems. Currently, economy is one of the rare science trying to find out some ways to model human behavior. These attempts involve game theory and psychology. Our purpose is to develop a formalism able to take in charge both game and hardware modeling. We first present the Tensorial Analysis of Networks, used for the material part of the system. Then, we detail the mathematical objects defined in order to describe the evolution of the system and its gaming side. To illustrate the discussion we consider the case of a drone whose electronic can be disturbed by a radar field, but this drone must fly as near as possible close to this radar.
Connes' embedding problem and winning strategies for quantum XOR games
NASA Astrophysics Data System (ADS)
Harris, Samuel J.
2017-12-01
We consider quantum XOR games, defined in the work of Regev and Vidick [ACM Trans. Comput. Theory 7, 43 (2015)], from the perspective of unitary correlations defined in the work of Harris and Paulsen [Integr. Equations Oper. Theory 89, 125 (2017)]. We show that the winning bias of a quantum XOR game in the tensor product model (respectively, the commuting model) is equal to the norm of its associated linear functional on the unitary correlation set from the appropriate model. We show that Connes' embedding problem has a positive answer if and only if every quantum XOR game has entanglement bias equal to the commuting bias. In particular, the embedding problem is equivalent to determining whether every quantum XOR game G with a winning strategy in the commuting model also has a winning strategy in the approximate finite-dimensional model.
NASA Astrophysics Data System (ADS)
Dolfin, Marina
2016-03-01
The interesting novelty of the paper by Burini et al. [1] is that the authors present a survey and a new approach of collective learning based on suitable development of methods of the kinetic theory [2] and theoretical tools of evolutionary game theory [3]. Methods of statistical dynamics and kinetic theory lead naturally to stochastic and collective dynamics. Indeed, the authors propose the use of games where the state of the interacting entities is delivered by probability distributions.
Modeling Multiple Human-Automation Distributed Systems using Network-form Games
NASA Technical Reports Server (NTRS)
Brat, Guillaume
2012-01-01
The paper describes at a high-level the network-form game framework (based on Bayes net and game theory), which can be used to model and analyze safety issues in large, distributed, mixed human-automation systems such as NextGen.
Defending Against Advanced Persistent Threats Using Game-Theory
König, Sandra; Schauer, Stefan
2017-01-01
Advanced persistent threats (APT) combine a variety of different attack forms ranging from social engineering to technical exploits. The diversity and usual stealthiness of APT turns them into a central problem of contemporary practical system security, since information on attacks, the current system status or the attacker’s incentives is often vague, uncertain and in many cases even unavailable. Game theory is a natural approach to model the conflict between the attacker and the defender, and this work investigates a generalized class of matrix games as a risk mitigation tool for an advanced persistent threat (APT) defense. Unlike standard game and decision theory, our model is tailored to capture and handle the full uncertainty that is immanent to APTs, such as disagreement among qualitative expert risk assessments, unknown adversarial incentives and uncertainty about the current system state (in terms of how deeply the attacker may have penetrated into the system’s protective shells already). Practically, game-theoretic APT models can be derived straightforwardly from topological vulnerability analysis, together with risk assessments as they are done in common risk management standards like the ISO 31000 family. Theoretically, these models come with different properties than classical game theoretic models, whose technical solution presented in this work may be of independent interest. PMID:28045922
Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition.
Wang, Qian; Gosik, Kirk; Xing, Sujuan; Jiang, Libo; Sun, Lidan; Chinchilli, Vernon M; Wu, Rongling
2017-03-01
Epigenetic reprogramming is thought to play a critical role in maintaining the normal development of embryos. How the methylation state of paternal and maternal genomes regulates embryogenesis depends on the interaction and coordination of the gametes of two sexes. While there is abundant research in exploring the epigenetic interactions of sperms and oocytes, a knowledge gap exists in the mechanistic quantitation of these interactions and their impact on embryo development. This review aims at formulating a modeling framework to address this gap through the integration and synthesis of evolutionary game theory and the latest discoveries of the epigenetic control of embryo development by next-generation sequencing. This framework, named epigenetic game theory or epiGame, views embryogenesis as an ecological system in which two highly distinct and specialized gametes coordinate through either cooperation or competition, or both, to maximize the fitness of embryos under Darwinian selection. By implementing a system of ordinary differential equations, epiGame quantifies the pattern and relative magnitude of the methylation effects on embryogenesis by the mechanisms of cooperation and competition. epiGame may gain new insight into reproductive biology and can be potentially applied to design personalized medicines for genetic disorder intervention. Copyright © 2016 Elsevier B.V. All rights reserved.
Practical example of game theory application for production route selection
NASA Astrophysics Data System (ADS)
Olender, M.; Krenczyk, D.
2017-08-01
The opportunity which opens before manufacturers on the dynamic market, especially before those from the sector of the small and medium-sized enterprises, is associated with the use of the virtual organizations concept. The planning stage of such organizations could be based on supporting decision-making tasks using the tools and formalisms taken from the game theory. In the paper the model of the virtual manufacturing network, along with the practical example of decision-making situation as two person game and the decision strategies with an analysis of calculation results are presented.
Computer Games versus Maps before Reading Stories: Priming Readers' Spatial Situation Models
ERIC Educational Resources Information Center
Smith, Glenn Gordon; Majchrzak, Dan; Hayes, Shelley; Drobisz, Jack
2011-01-01
The current study investigated how computer games and maps compare as preparation for readers to comprehend and retain spatial relations in text narratives. Readers create situation models of five dimensions: spatial, temporal, causal, goal, and protagonist (Zwaan, Langston, & Graesser 1995). Of these five, readers mentally model the spatial…
Dixon, Jane; Banwell, Cathy
2009-06-01
Recent social network analyses have suggested that common chronic disease risk factors are more mutable than expected; raising practical considerations for public health interventions. Within this context, it is timely to assess the alternative social science reasoning being offered to explain behavioural health risk transitions. This paper takes up this challenge by critically reviewing the major theories applied to the temporal trends and sub-population variations in affluent country smoking behaviour. Three explanations dominate: a materialist approach; Bourdieu's distinctive class-based cultures; and, the spread of norms and emotions within social networks. We note conceptual tension when integrated theories are adopted. We also report on the relative absence of theoretical interrogation for the persistent adoption of smoking behaviours among present and successive lower socio-economic status (SES) cohorts. While unequal rates of persistence within cohorts has received some attention, the ongoing adoption of a non-innovative and health damaging behaviour is not well understood. To this end, we suggest the incorporation of several underused concepts: namely Bourdieu's 'rules of the game' and 'symbolic violence' and 'mimesis', an aspect of social contagion. We conclude by describing the implications for social action of the alternative theories, and argue that theory driven research designs could deliver more efficacious evidence for interventions than the post hoc application of theories to existing data sets.
Quantum games of opinion formation based on the Marinatto-Weber quantum game scheme
NASA Astrophysics Data System (ADS)
Deng, Xinyang; Deng, Yong; Liu, Qi; Shi, Lei; Wang, Zhen
2016-06-01
Quantization has become a new way to investigate classical game theory since quantum strategies and quantum games were proposed. In the existing studies, many typical game models, such as the prisoner's dilemma, battle of the sexes, Hawk-Dove game, have been extensively explored by using quantization approach. Along a similar method, here several game models of opinion formations will be quantized on the basis of the Marinatto-Weber quantum game scheme, a frequently used scheme of converting classical games to quantum versions. Our results show that the quantization can fascinatingly change the properties of some classical opinion formation game models so as to generate win-win outcomes.
Quantum 2-Player Gambling and Correlated Pay-Off
NASA Astrophysics Data System (ADS)
Witte, F. M. C.
2005-01-01
In recent years methods have been proposed to extend classical game theory into the quantum domain. In a previous publication the nature of several non-cummutative games was briefly analyzed. Here we give an analysis of the simplest non-commutative quantum game, which is a gambling game much like simple heads or tails. The quantum game displays strategies which, though non direct-product strategies, allow for correlations between the players pay-off.
NASA Astrophysics Data System (ADS)
Stohler, Michael Lehman
2002-01-01
Non-cooperative quantum games have received much attention recently. This thesis defines and divides current works into two major categories of gaming techniques with close attention paid to Nash equilibria, form and possibilities for the payoff functions, and the benefits of using a quantum strategy. In addition to comparing and contrasting these techniques, new applications and calculations are discussed. Finally, the techniques are expanded into 3 x 3 games which allows the study of non-transitive strategies in quantum games.
On Nash Equilibria in Stochastic Games
2003-10-01
Traditionally automata theory and veri cation has considered zero sum or strictly competitive versions of stochastic games . In these games there are two players...zero- sum discrete-time stochastic dynamic games . SIAM J. Control and Optimization, 19(5):617{634, 1981. 18. R.J. Lipton, E . Markakis, and A. Mehta...Playing large games using simple strate- gies. In EC 03: Electronic Commerce, pages 36{41. ACM Press, 2003. 19. A. Maitra and W. Sudderth. Finitely
Using the Item Response Theory (IRT) for Educational Evaluation through Games
ERIC Educational Resources Information Center
Euzébio Batista, Marcelo Henrique; Victória Barbosa, Jorge Luis; da Rosa Tavares, João Elison; Hackenhaar, Jonathan Luis
2013-01-01
This article shows the application of Item Response Theory (IRT) for educational evaluation using games. The article proposes a computational model to create user profiles, called Psychometric Profile Generator (PPG). PPG uses the IRT mathematical model for exploring the levels of skills and behaviors in the form of items and/or stimuli. The model…
Designing and Testing a Mathematics Card Game for Teaching and Learning Elementary Group Theory
ERIC Educational Resources Information Center
Galarza, Patrick
2017-01-01
This paper explores the viability and development of the first edition of the researcher's mathematical card game, Groups, as a learning tool for elementary group theory, a topic in abstract algebra. "Groups" was play-tested by six undergraduate students in late 2016 who provided feedback on "Groups" from both utility-centric…
Perspective of Game Theory in Education for Sustainable Development
ERIC Educational Resources Information Center
Ahrens, A.; Zascerinska, J.
2012-01-01
The sustainable development of society has attracted a lot of research efforts. A strategic aspect to the society's evolution is introduced by the game theory (Fernandez, 2011, p. 1). The research question is as follows: how to organize the process of teaching and learning in education for sustainable development? The aim of the research is to…
Cooperation or Competition: Does Game Theory Have Relevance for Public Health?
ERIC Educational Resources Information Center
Westhoff, Wayne W.; Cohen, Cynthia F.; Cooper, Elizabeth Elliott; Corvin, Jaime; McDermott, Robert J.
2012-01-01
In this paper, we use game theory to understand decisions to cooperate or to compete in the delivery of public health services. Health care is a quasi-public good that is often associated with altruistic behavior, yet it operates in an increasingly competitive environment. With mounting health care regulation and changes in privatization,…
Using Game Theory and Competition-Based Learning to Stimulate Student Motivation and Performance
ERIC Educational Resources Information Center
Burguillo, Juan C.
2010-01-01
This paper introduces a framework for using Game Theory tournaments as a base to implement Competition-based Learning (CnBL), together with other classical learning techniques, to motivate the students and increase their learning performance. The paper also presents a description of the learning activities performed along the past ten years of a…
NASA Astrophysics Data System (ADS)
Wu, Song
2017-03-01
Qian Wang et al. present an interesting framework, named epigenetic game theory, for modeling sex-based epigenetic dynamics during embryogenesis from a new viewpoint of evolutionary game theory [1]. That is, epigenomes of sperms and oocytes may coordinate through either cooperation or competition, or both, to affect the fitness of embryos. The work uses a set of ordinary differential equations (ODEs) to describe longitudinal trajectories of DNA methylation levels in both parental and maternal gametes and their dependence on each other. The insights gained from this review, i.e. dynamic methylation profiles and their interaction are potentially important to many fields, such as biomedicine and agriculture.
An Energy-Efficient Game-Theory-Based Spectrum Decision Scheme for Cognitive Radio Sensor Networks
Salim, Shelly; Moh, Sangman
2016-01-01
A cognitive radio sensor network (CRSN) is a wireless sensor network in which sensor nodes are equipped with cognitive radio. In this paper, we propose an energy-efficient game-theory-based spectrum decision (EGSD) scheme for CRSNs to prolong the network lifetime. Note that energy efficiency is the most important design consideration in CRSNs because it determines the network lifetime. The central part of the EGSD scheme consists of two spectrum selection algorithms: random selection and game-theory-based selection. The EGSD scheme also includes a clustering algorithm, spectrum characterization with a Markov chain, and cluster member coordination. Our performance study shows that EGSD outperforms the existing popular framework in terms of network lifetime and coordination overhead. PMID:27376290
A cellular automaton model for evacuation flow using game theory
NASA Astrophysics Data System (ADS)
Guan, Junbiao; Wang, Kaihua; Chen, Fangyue
2016-11-01
Game theory serves as a good tool to explore crowd dynamic conflicts during evacuation processes. The purpose of this study is to simulate the complicated interaction behavior among the conflicting pedestrians in an evacuation flow. Two types of pedestrians, namely, defectors and cooperators, are considered, and two important factors including fear index and cost coefficient are taken into account. By combining the snowdrift game theory with a cellular automaton (CA) model, it is shown that the increase of fear index and cost coefficient will lengthen the evacuation time, which is more apparent for large values of cost coefficient. Meanwhile, it is found that the defectors to cooperators ratio could always tend to consistent states despite different values of parameters, largely owing to self-organization effects.
An Energy-Efficient Game-Theory-Based Spectrum Decision Scheme for Cognitive Radio Sensor Networks.
Salim, Shelly; Moh, Sangman
2016-06-30
A cognitive radio sensor network (CRSN) is a wireless sensor network in which sensor nodes are equipped with cognitive radio. In this paper, we propose an energy-efficient game-theory-based spectrum decision (EGSD) scheme for CRSNs to prolong the network lifetime. Note that energy efficiency is the most important design consideration in CRSNs because it determines the network lifetime. The central part of the EGSD scheme consists of two spectrum selection algorithms: random selection and game-theory-based selection. The EGSD scheme also includes a clustering algorithm, spectrum characterization with a Markov chain, and cluster member coordination. Our performance study shows that EGSD outperforms the existing popular framework in terms of network lifetime and coordination overhead.
ERIC Educational Resources Information Center
Triantafyllakos, George; Palaigeorgiou, George; Tsoukalas, Ioannis A.
2011-01-01
In this paper, we present a framework for the development of collaborative design games that can be employed in participatory design sessions with students for the design of educational applications. The framework is inspired by idea generation theory and the design games literature, and guides the development of board games which, through the use…
ERIC Educational Resources Information Center
Yang, Kai-Hsiang
2017-01-01
It is widely accepted that the digital game-based learning approach has the advantage of stimulating students' learning motivation, but simply using digital games in the classroom does not guarantee satisfactory learning achievement, especially in the case of the absence of a teacher. Integrating appropriate learning strategies into a game can…
The grey Shapley value: an axiomatization
NASA Astrophysics Data System (ADS)
Ekici, M.; Palanci, O.; Alparslan Gök, S. Z.
2018-01-01
This study focuses on an interesting class of cooperative games where the coalitional values are interval grey numbers. These cooper- ative games are called cooperative grey games. In this paper, we deal with an axiomatization of the grey Shapley value. We introduce the Banzhaf value and the egalitarian rule by using cooperative grey game theory. Finally, we conclude the paper with a conclusion.
Game and Information Theory Analysis of Electronic Counter Measures in Pursuit-Evasion Games
DOE Office of Scientific and Technical Information (OSTI.GOV)
Griffin, Christopher H
Two-player Pursuit-Evasion games in the literature typically either assume both players have perfect knowledge of the opponent s positions or use primitive sensing models. This unrealistically skews the problem in favor of the pursuer who need only maintain a faster velocity at all turning radii. In real life, an evader usually escapes when the pursuer no longer knows the evader s position. In our previous work, we modeled pursuit-evasion without perfect information as a two-player bi-matrix game by using a realistic sensor model and information theory to compute game theoretic payoff matrices. That game has a saddle point when themore » evader uses strategies that exploit sensor limitations, while the pursuer relies on strategies that ignore the sensing limitations. In this paper, we consider for the first time the effect of many types of electronic counter measures (ECM) on pursuit evasion games. The evader s decision to initiate its ECM is modeled as a function of the distance between the players. Simulations show how to find optimal strategies for ECM use when initial conditions are known. We also discuss the effectiveness of different ECM technologies in pursuit-evasion games.« less
Jin, Seung-A Annie
2010-08-01
This research explored the effects of priming interdependent self-construals (collective self ) versus independent self-construals (private self ) on exergame players' mood in response to negative performance feedback. An experiment was conducted to test the interaction effects of self-construal priming as a situational factor and game players' chronic regulatory focus as an individual difference factor. To this end, the author leveraged a video-game console (Wii) and an exergame (Dance Dance Revolution) in a controlled, randomized 2 x 2 (experimental priming: interdependent self-construal vs. independent self-construal x game players' chronic promotion regulatory focus: low vs. high) between-subjects factorial design experiment (N = 58). The results of a two-way analysis of variance demonstrated the proposed interaction effect between primed self-construal and game players' chronic regulatory focus on the game players' mood in response to negative performance. The theoretical mechanism underlying the two-way interaction is explicated by regulatory focus and the primed self-construals is explicated by regulatory focus theory and two-basket theory. Practical implications for game developers and theoretical contributions to video-game research are discussed.
Toward Theory Building in the Field of Instructional Games and Simulations
ERIC Educational Resources Information Center
Cruickshank, Donald R.; Mager, Gerald M.
1976-01-01
Three suggestions are made for improving on the present uncoordinated state of games and simulations: establish precise vocabulary, understand the relationships between simulation/gaming and other instructional alternatives, and instigate systematic research based on the descriptive--correlational--experimental loop model. (Author/LS)
Security Analysis of Selected AMI Failure Scenarios Using Agent Based Game Theoretic Simulation
DOE Office of Scientific and Technical Information (OSTI.GOV)
Abercrombie, Robert K; Schlicher, Bob G; Sheldon, Frederick T
Information security analysis can be performed using game theory implemented in dynamic Agent Based Game Theoretic (ABGT) simulations. Such simulations can be verified with the results from game theory analysis and further used to explore larger scale, real world scenarios involving multiple attackers, defenders, and information assets. We concentrated our analysis on the Advanced Metering Infrastructure (AMI) functional domain which the National Electric Sector Cyber security Organization Resource (NESCOR) working group has currently documented 29 failure scenarios. The strategy for the game was developed by analyzing five electric sector representative failure scenarios contained in the AMI functional domain. From thesemore » five selected scenarios, we characterize them into three specific threat categories affecting confidentiality, integrity and availability (CIA). The analysis using our ABGT simulation demonstrates how to model the AMI functional domain using a set of rationalized game theoretic rules decomposed from the failure scenarios in terms of how those scenarios might impact the AMI network with respect to CIA.« less
Duong, Manh Hong; Han, The Anh
2016-12-01
In this paper, we study the distribution and behaviour of internal equilibria in a d-player n-strategy random evolutionary game where the game payoff matrix is generated from normal distributions. The study of this paper reveals and exploits interesting connections between evolutionary game theory and random polynomial theory. The main contributions of the paper are some qualitative and quantitative results on the expected density, [Formula: see text], and the expected number, E(n, d), of (stable) internal equilibria. Firstly, we show that in multi-player two-strategy games, they behave asymptotically as [Formula: see text] as d is sufficiently large. Secondly, we prove that they are monotone functions of d. We also make a conjecture for games with more than two strategies. Thirdly, we provide numerical simulations for our analytical results and to support the conjecture. As consequences of our analysis, some qualitative and quantitative results on the distribution of zeros of a random Bernstein polynomial are also obtained.
2011-01-01
Background Violent content in video games evokes many concerns but there is little research concerning its rewarding aspects. It was demonstrated that playing a video game leads to striatal dopamine release. It is unclear, however, which aspects of the game cause this reward system activation and if violent content contributes to it. We combined functional Magnetic Resonance Imaging (fMRI) with individual affect measures to address the neuronal correlates of violence in a video game. Results Thirteen male German volunteers played a first-person shooter game (Tactical Ops: Assault on Terror) during fMRI measurement. We defined success as eliminating opponents, and failure as being eliminated themselves. Affect was measured directly before and after game play using the Positive and Negative Affect Schedule (PANAS). Failure and success events evoked increased activity in visual cortex but only failure decreased activity in orbitofrontal cortex and caudate nucleus. A negative correlation between negative affect and responses to failure was evident in the right temporal pole (rTP). Conclusions The deactivation of the caudate nucleus during failure is in accordance with its role in reward-prediction error: it occurred whenever subject missed an expected reward (being eliminated rather than eliminating the opponent). We found no indication that violence events were directly rewarding for the players. We addressed subjective evaluations of affect change due to gameplay to study the reward system. Subjects reporting greater negative affect after playing the game had less rTP activity associated with failure. The rTP may therefore be involved in evaluating the failure events in a social context, to regulate the players' mood. PMID:21749711
Economic game theory for mutualism and cooperation.
Archetti, Marco; Scheuring, István; Hoffman, Moshe; Frederickson, Megan E; Pierce, Naomi E; Yu, Douglas W
2011-12-01
We review recent work at the interface of economic game theory and evolutionary biology that provides new insights into the evolution of partner choice, host sanctions, partner fidelity feedback and public goods. (1) The theory of games with asymmetrical information shows that the right incentives allow hosts to screen-out parasites and screen-in mutualists, explaining successful partner choice in the absence of signalling. Applications range from ant-plants to microbiomes. (2) Contract theory distinguishes two longstanding but weakly differentiated explanations of host response to defectors: host sanctions and partner fidelity feedback. Host traits that selectively punish misbehaving symbionts are parsimoniously interpreted as pre-adaptations. Yucca-moth and legume-rhizobia mutualisms are argued to be examples of partner fidelity feedback. (3) The theory of public goods shows that cooperation in multi-player interactions can evolve in the absence of assortment, in one-shot social dilemmas among non-kin. Applications include alarm calls in vertebrates and exoenzymes in microbes. 2011 Blackwell Publishing Ltd/CNRS.
Game Theory for Wireless Sensor Networks: A Survey
Shi, Hai-Yan; Wang, Wan-Liang; Kwok, Ngai-Ming; Chen, Sheng-Yong
2012-01-01
Game theory (GT) is a mathematical method that describes the phenomenon of conflict and cooperation between intelligent rational decision-makers. In particular, the theory has been proven very useful in the design of wireless sensor networks (WSNs). This article surveys the recent developments and findings of GT, its applications in WSNs, and provides the community a general view of this vibrant research area. We first introduce the typical formulation of GT in the WSN application domain. The roles of GT are described that include routing protocol design, topology control, power control and energy saving, packet forwarding, data collection, spectrum allocation, bandwidth allocation, quality of service control, coverage optimization, WSN security, and other sensor management tasks. Then, three variations of game theory are described, namely, the cooperative, non-cooperative, and repeated schemes. Finally, existing problems and future trends are identified for researchers and engineers in the field. PMID:23012533
Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women
Hallinan, Sean; Seif El-Nasr, Magy; Subramanian, Shree; Castaneda-Sceppa, Carmen
2016-01-01
Background Obesity and weight gain is a critical public health concern. Serious digital games are gaining popularity in the context of health interventions. They use persuasive and fun design features to engage users in health-related behaviors in a non-game context. As a young field, research about effectiveness and acceptability of such games for weight loss is sparse. Objective The goal of this study was to evaluate real-world play patterns of SpaPlay and its impact on body mass index (BMI) and nutritional knowledge. SpaPlay is a computer game designed to help women adopt healthier dietary and exercise behaviors, developed based on Self-Determination theory and the Player Experience of Need Satisfaction (PENS) model. Progress in the game is tied to real-life activities (e.g., eating a healthy snack, taking a flight of stairs). Methods We recruited 47 women to partake in a within-subject 90-day longitudinal study, with assessments taken at baseline, 1-, 2-, and 3- months. Women were on average, 29.8 years old (±7.3), highly educated (80.9% had BA or higher), 39% non-White, baseline BMI 26.98 (±5.6), who reported at least contemplating making changes in their diet and exercise routine based on the Stages of Change Model. We computed 9 indices from game utilization data to evaluate game play. We used general linear models to examine inter-individual differences between levels of play, and multilevel models to assess temporal changes in BMI and nutritional knowledge. Results Patterns of game play were mixed. Participants who reported being in the preparation or action stages of behavior change exhibited more days of play and more play regularity compared to those who were in the contemplation stage. Additionally, women who reported playing video games 1-2 hours per session demonstrated more sparse game play. Brief activities, such as one-time actions related to physical activity or healthy food, were preferred over activities that require a longer commitment (e.g., taking stairs every day for a week). BMI decreased significantly (P<.001) from baseline to 3-month follow-up, yielding a large effect size of 1.28. Nutritional knowledge increased significantly (P<.001) from first to third month follow-ups, with an effect size of .86. The degree of change in both outcomes was related to game play, baseline readiness to change, and the extent of video game play in general. Conclusions This work demonstrates initial evidence of success for using a serious game as an intervention for health behavior change in real world settings. Our findings also highlight the need to understand not only game effectiveness but also inter-individual differences. Individualizing content and the intervention medium appears to be necessary for a more personalized and long-lasting impact. PMID:27255497
How trees allocate carbon for optimal growth: insight from a game-theoretic model.
Fu, Liyong; Sun, Lidan; Han, Hao; Jiang, Libo; Zhu, Sheng; Ye, Meixia; Tang, Shouzheng; Huang, Minren; Wu, Rongling
2017-02-01
How trees allocate photosynthetic products to primary height growth and secondary radial growth reflects their capacity to best use environmental resources. Despite substantial efforts to explore tree height-diameter relationship empirically and through theoretical modeling, our understanding of the biological mechanisms that govern this phenomenon is still limited. By thinking of stem woody biomass production as an ecological system of apical and lateral growth components, we implement game theory to model and discern how these two components cooperate symbiotically with each other or compete for resources to determine the size of a tree stem. This resulting allometry game theory is further embedded within a genetic mapping and association paradigm, allowing the genetic loci mediating the carbon allocation of stemwood growth to be characterized and mapped throughout the genome. Allometry game theory was validated by analyzing a mapping data of stem height and diameter growth over perennial seasons in a poplar tree. Several key quantitative trait loci were found to interpret the process and pattern of stemwood growth through regulating the ecological interactions of stem apical and lateral growth. The application of allometry game theory enables the prediction of the situations in which the cooperation, competition or altruism is an optimal decision of a tree to fully use the environmental resources it owns. © The Author 2017. Published by Oxford University Press. All rights reserved. For Permissions, please email: journals.permissions@oup.com.
What Eye Movements Can Tell about Theory of Mind in a Strategic Game
Meijering, Ben; van Rijn, Hedderik; Taatgen, Niels A.; Verbrugge, Rineke
2012-01-01
This study investigates strategies in reasoning about mental states of others, a process that requires theory of mind. It is a first step in studying the cognitive basis of such reasoning, as strategies affect tradeoffs between cognitive resources. Participants were presented with a two-player game that required reasoning about the mental states of the opponent. Game theory literature discerns two candidate strategies that participants could use in this game: either forward reasoning or backward reasoning. Forward reasoning proceeds from the first decision point to the last, whereas backward reasoning proceeds in the opposite direction. Backward reasoning is the only optimal strategy, because the optimal outcome is known at each decision point. Nevertheless, we argue that participants prefer forward reasoning because it is similar to causal reasoning. Causal reasoning, in turn, is prevalent in human reasoning. Eye movements were measured to discern between forward and backward progressions of fixations. The observed fixation sequences corresponded best with forward reasoning. Early in games, the probability of observing a forward progression of fixations is higher than the probability of observing a backward progression. Later in games, the probabilities of forward and backward progressions are similar, which seems to imply that participants were either applying backward reasoning or jumping back to previous decision points while applying forward reasoning. Thus, the game-theoretical favorite strategy, backward reasoning, does seem to exist in human reasoning. However, participants preferred the more familiar, practiced, and prevalent strategy: forward reasoning. PMID:23029341
Children's strategic theory of mind.
Sher, Itai; Koenig, Melissa; Rustichini, Aldo
2014-09-16
Human strategic interaction requires reasoning about other people's behavior and mental states, combined with an understanding of their incentives. However, the ontogenic development of strategic reasoning is not well understood: At what age do we show a capacity for sophisticated play in social interactions? Several lines of inquiry suggest an important role for recursive thinking (RT) and theory of mind (ToM), but these capacities leave out the strategic element. We posit a strategic theory of mind (SToM) integrating ToM and RT with reasoning about incentives of all players. We investigated SToM in 3- to 9-y-old children and adults in two games that represent prevalent aspects of social interaction. Children anticipate deceptive and competitive moves from the other player and play both games in a strategically sophisticated manner by 7 y of age. One game has a pure strategy Nash equilibrium: In this game, children achieve equilibrium play by the age of 7 y on the first move. In the other game, with a single mixed-strategy equilibrium, children's behavior moved toward the equilibrium with experience. These two results also correspond to two ways in which children's behavior resembles adult behavior in the same games. In both games, children's behavior becomes more strategically sophisticated with age on the first move. Beyond the age of 7 y, children begin to think about strategic interaction not myopically, but in a farsighted way, possibly with a view to cooperating and capitalizing on mutual gains in long-run relationships.
What eye movements can tell about theory of mind in a strategic game.
Meijering, Ben; van Rijn, Hedderik; Taatgen, Niels A; Verbrugge, Rineke
2012-01-01
This study investigates strategies in reasoning about mental states of others, a process that requires theory of mind. It is a first step in studying the cognitive basis of such reasoning, as strategies affect tradeoffs between cognitive resources. Participants were presented with a two-player game that required reasoning about the mental states of the opponent. Game theory literature discerns two candidate strategies that participants could use in this game: either forward reasoning or backward reasoning. Forward reasoning proceeds from the first decision point to the last, whereas backward reasoning proceeds in the opposite direction. Backward reasoning is the only optimal strategy, because the optimal outcome is known at each decision point. Nevertheless, we argue that participants prefer forward reasoning because it is similar to causal reasoning. Causal reasoning, in turn, is prevalent in human reasoning. Eye movements were measured to discern between forward and backward progressions of fixations. The observed fixation sequences corresponded best with forward reasoning. Early in games, the probability of observing a forward progression of fixations is higher than the probability of observing a backward progression. Later in games, the probabilities of forward and backward progressions are similar, which seems to imply that participants were either applying backward reasoning or jumping back to previous decision points while applying forward reasoning. Thus, the game-theoretical favorite strategy, backward reasoning, does seem to exist in human reasoning. However, participants preferred the more familiar, practiced, and prevalent strategy: forward reasoning.
Children’s strategic theory of mind
Sher, Itai; Koenig, Melissa; Rustichini, Aldo
2014-01-01
Human strategic interaction requires reasoning about other people’s behavior and mental states, combined with an understanding of their incentives. However, the ontogenic development of strategic reasoning is not well understood: At what age do we show a capacity for sophisticated play in social interactions? Several lines of inquiry suggest an important role for recursive thinking (RT) and theory of mind (ToM), but these capacities leave out the strategic element. We posit a strategic theory of mind (SToM) integrating ToM and RT with reasoning about incentives of all players. We investigated SToM in 3- to 9-y-old children and adults in two games that represent prevalent aspects of social interaction. Children anticipate deceptive and competitive moves from the other player and play both games in a strategically sophisticated manner by 7 y of age. One game has a pure strategy Nash equilibrium: In this game, children achieve equilibrium play by the age of 7 y on the first move. In the other game, with a single mixed-strategy equilibrium, children’s behavior moved toward the equilibrium with experience. These two results also correspond to two ways in which children’s behavior resembles adult behavior in the same games. In both games, children’s behavior becomes more strategically sophisticated with age on the first move. Beyond the age of 7 y, children begin to think about strategic interaction not myopically, but in a farsighted way, possibly with a view to cooperating and capitalizing on mutual gains in long-run relationships. PMID:25197065
Cyber War Game in Temporal Networks
Cho, Jin-Hee; Gao, Jianxi
2016-01-01
In a cyber war game where a network is fully distributed and characterized by resource constraints and high dynamics, attackers or defenders often face a situation that may require optimal strategies to win the game with minimum effort. Given the system goal states of attackers and defenders, we study what strategies attackers or defenders can take to reach their respective system goal state (i.e., winning system state) with minimum resource consumption. However, due to the dynamics of a network caused by a node’s mobility, failure or its resource depletion over time or action(s), this optimization problem becomes NP-complete. We propose two heuristic strategies in a greedy manner based on a node’s two characteristics: resource level and influence based on k-hop reachability. We analyze complexity and optimality of each algorithm compared to optimal solutions for a small-scale static network. Further, we conduct a comprehensive experimental study for a large-scale temporal network to investigate best strategies, given a different environmental setting of network temporality and density. We demonstrate the performance of each strategy under various scenarios of attacker/defender strategies in terms of win probability, resource consumption, and system vulnerability. PMID:26859840
Theory of mind and the Ultimatum Game in healthy adult aging.
Girardi, Alessandra; Sala, Sergio Della; MacPherson, Sarah E
2018-01-01
The Ultimatum Game assesses decision-making involved in cooperative interactions with others. However, little is known about the role that the ability to understand other people's intentions plays in these interactions. This study examined performance on the Ultimatum Game and theory of mind (ToM) tasks in younger and older adults. Age differences were not found on the ToM tasks, and a lack of variability in performance prevented analyses of the relationships between performance on the Ultimatum Game and ToM. However, age differences were found on the Ultimatum Game, with older adults accepting more unfair offers. Yet, the two age groups did not differ in their appreciation of fairness, as assessed using subjective fairness ratings. These findings suggest that older adults are more rational in their behavior, accepting unfair offers even when they know they are unfair, as it is in their self-interest to accept small monetary values rather than nothing at all.
Education as Simulation Game: A Critical Hermeneutic.
ERIC Educational Resources Information Center
Palermo, James
1979-01-01
This paper examines a specific educational game called "Popcorn Factory." First, it gives a detailed description of the game, then shifts the description into a critical hermeneutical framework, analyzing the deep structures at work in the "Popcorn Factory" according to the theories of Freud and Marcuse. (Author/SJL)
NASA Astrophysics Data System (ADS)
Li, Jing; Ma, Sujuan; Ma, Linqing
Firstly, in this article, we expound the theory of the educational games and multiple intelligence and analyze the relationship between them. Then, further, we elaborate educational games' effect on the development of students' multiple intelligence, taking logic-mathematics intelligence for example. Also, we discuss the strategies of using educational games to improve students' intelligence. In a word, we can use the computer games to develop the students' multi-intelligence.
The challenge of audience reception: a developmental model for educational game engagement.
Sherry, John L
2013-01-01
According to educational gaming advocates, the engaging nature of games encourages sustained game play and enhanced attention to learning outcomes among players. Because children's and adolescents' play time varies by game genre, engagement with a game likely reflects the match between the genre and the player's preferences and needs. Youth learn which games are likely to promote satisfying psychological needs and yield positive experiences, which then informs their engagement with the games. A model is presented for research and development of educational games based on uses and gratifications theory from communication science, as well as developmental science and cognitive science findings. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.
EEG-based "serious" games and monitoring tools for pain management.
Sourina, Olga; Wang, Qiang; Nguyen, Minh Khoa
2011-01-01
EEG-based "serious games" for medical applications attracted recently more attention from the research community and industry as wireless EEG reading devices became easily available on the market. EEG-based technology has been applied in anesthesiology, psychology, etc. In this paper, we proposed and developed EEG-based "serious" games and doctor's monitoring tools that could be used for pain management. As EEG signal is considered to have a fractal nature, we proposed and develop a novel spatio-temporal fractal based algorithm for brain state quantification. The algorithm is implemented with blobby visualization tools for patient monitoring and in EEG-based "serious" games. Such games could be used by patient even at home convenience for pain management as an alternative to traditional drug treatment.
Ball game watching theory in the teaching site
NASA Astrophysics Data System (ADS)
Liu, Shugang; Li, Xiufang; Chuang, Chin-Jung
2017-08-01
Lecturing is a common approach in the traditional teaching site. In this paper, we bring a modern model "ball game watching theory" to explain the situation in the classroom. The reason why the audiences going to the court is to enjoy the atmosphere, and it is also the reason why student joining to the class. A successful class running is to create studious atmosphere. However, once the teacher does the demo in the class, the multimedia tool must be used to show the details, as the big display working in the court. The key moment is recorded and the details are magnified. when teaching aids are demonstrated, the multimedia tool plays an important role. The attention of students walks between the teacher and the display. In this ball game watching theory, the demonstrate experience is like the ball game, and the teacher works as an anchor. By following the demonstration proceeding, students build the knowledge by themselves. In addition, the demonstration must be designed to be interesting in order to make the class proceed fluently. The similarity between the ball game watching and the class will be discussed. Finally we suggest a modern class design which can raise learner motivation and achievement.
Chess Revision: Acquiring the Rules of Chess Variants through FOL Theory Revision from Examples
NASA Astrophysics Data System (ADS)
Muggleton, Stephen; Paes, Aline; Santos Costa, Vítor; Zaverucha, Gerson
The game of chess has been a major testbed for research in artificial intelligence, since it requires focus on intelligent reasoning. Particularly, several challenges arise to machine learning systems when inducing a model describing legal moves of the chess, including the collection of the examples, the learning of a model correctly representing the official rules of the game, covering all the branches and restrictions of the correct moves, and the comprehensibility of such a model. Besides, the game of chess has inspired the creation of numerous variants, ranging from faster to more challenging or to regional versions of the game. The question arises if it is possible to take advantage of an initial classifier of chess as a starting point to obtain classifiers for the different variants. We approach this problem as an instance of theory revision from examples. The initial classifier of chess is inspired by a FOL theory approved by a chess expert and the examples are defined as sequences of moves within a game. Starting from a standard revision system, we argue that abduction and negation are also required to best address this problem. Experimental results show the effectiveness of our approach.
Bacteria and game theory: the rise and fall of cooperation in spatially heterogeneous environments.
Lambert, Guillaume; Vyawahare, Saurabh; Austin, Robert H
2014-08-06
One of the predictions of game theory is that cooperative behaviours are vulnerable to exploitation by selfish individuals, but this result seemingly contradicts the survival of cooperation observed in nature. In this review, we will introduce game theoretical concepts that lead to this conclusion and show how the spatial competition dynamics between microorganisms can be used to model the survival and maintenance of cooperation. In particular, we focus on how Escherichia coli bacteria with a growth advantage in stationary phase (GASP) phenotype maintain a proliferative phenotype when faced with overcrowding to gain a fitness advantage over wild-type populations. We review recent experimental approaches studying the growth dynamics of competing GASP and wild-type strains of E. coli inside interconnected microfabricated habitats and use a game theoretical approach to analyse the observed inter-species interactions. We describe how the use of evolutionary game theory and the ideal free distribution accurately models the spatial distribution of cooperative and selfish individuals in spatially heterogeneous environments. Using bacteria as a model system of cooperative and selfish behaviours may lead to a better understanding of the competition dynamics of other organisms-including tumour-host interactions during cancer development and metastasis.
NASA Astrophysics Data System (ADS)
Olsen, Jolie; Sen, Sandip
2014-04-01
Steven Brams's [(1994). Theory of moves. Cambridge University Press] Theory of Moves (TOM) is an alternative to traditional game theoretic treatment of real-life interactions, in which players choose strategies based on analysis of future moves and counter-moves that arise if game play commences at a specified start state and either player can choose to move first. In repeated play, players using TOM rationality arrive at nonmyopic equilibria. One advantage of TOM is its ability to model scenarios in which power asymmetries exist between players. In particular, threat power, i.e. the ability of one player to threaten and sustain immediate, globally disadvantageous outcomes to force a desirable result long term, can be utilised to induce Pareto optimal states in games such as Prisoner's Dilemma which result in Pareto-dominated outcomes using traditional methods. Unfortunately, prior work on TOM is limited by an assumption of complete information. This paper presents a mechanism that can be used by a player to utilise threat power when playing a strict, ordinal 2×2 game under incomplete information. We also analyse the benefits of threat power and support in this analysis with empirical evidence.
Human-level control through deep reinforcement learning.
Mnih, Volodymyr; Kavukcuoglu, Koray; Silver, David; Rusu, Andrei A; Veness, Joel; Bellemare, Marc G; Graves, Alex; Riedmiller, Martin; Fidjeland, Andreas K; Ostrovski, Georg; Petersen, Stig; Beattie, Charles; Sadik, Amir; Antonoglou, Ioannis; King, Helen; Kumaran, Dharshan; Wierstra, Daan; Legg, Shane; Hassabis, Demis
2015-02-26
The theory of reinforcement learning provides a normative account, deeply rooted in psychological and neuroscientific perspectives on animal behaviour, of how agents may optimize their control of an environment. To use reinforcement learning successfully in situations approaching real-world complexity, however, agents are confronted with a difficult task: they must derive efficient representations of the environment from high-dimensional sensory inputs, and use these to generalize past experience to new situations. Remarkably, humans and other animals seem to solve this problem through a harmonious combination of reinforcement learning and hierarchical sensory processing systems, the former evidenced by a wealth of neural data revealing notable parallels between the phasic signals emitted by dopaminergic neurons and temporal difference reinforcement learning algorithms. While reinforcement learning agents have achieved some successes in a variety of domains, their applicability has previously been limited to domains in which useful features can be handcrafted, or to domains with fully observed, low-dimensional state spaces. Here we use recent advances in training deep neural networks to develop a novel artificial agent, termed a deep Q-network, that can learn successful policies directly from high-dimensional sensory inputs using end-to-end reinforcement learning. We tested this agent on the challenging domain of classic Atari 2600 games. We demonstrate that the deep Q-network agent, receiving only the pixels and the game score as inputs, was able to surpass the performance of all previous algorithms and achieve a level comparable to that of a professional human games tester across a set of 49 games, using the same algorithm, network architecture and hyperparameters. This work bridges the divide between high-dimensional sensory inputs and actions, resulting in the first artificial agent that is capable of learning to excel at a diverse array of challenging tasks.
Human-level control through deep reinforcement learning
NASA Astrophysics Data System (ADS)
Mnih, Volodymyr; Kavukcuoglu, Koray; Silver, David; Rusu, Andrei A.; Veness, Joel; Bellemare, Marc G.; Graves, Alex; Riedmiller, Martin; Fidjeland, Andreas K.; Ostrovski, Georg; Petersen, Stig; Beattie, Charles; Sadik, Amir; Antonoglou, Ioannis; King, Helen; Kumaran, Dharshan; Wierstra, Daan; Legg, Shane; Hassabis, Demis
2015-02-01
The theory of reinforcement learning provides a normative account, deeply rooted in psychological and neuroscientific perspectives on animal behaviour, of how agents may optimize their control of an environment. To use reinforcement learning successfully in situations approaching real-world complexity, however, agents are confronted with a difficult task: they must derive efficient representations of the environment from high-dimensional sensory inputs, and use these to generalize past experience to new situations. Remarkably, humans and other animals seem to solve this problem through a harmonious combination of reinforcement learning and hierarchical sensory processing systems, the former evidenced by a wealth of neural data revealing notable parallels between the phasic signals emitted by dopaminergic neurons and temporal difference reinforcement learning algorithms. While reinforcement learning agents have achieved some successes in a variety of domains, their applicability has previously been limited to domains in which useful features can be handcrafted, or to domains with fully observed, low-dimensional state spaces. Here we use recent advances in training deep neural networks to develop a novel artificial agent, termed a deep Q-network, that can learn successful policies directly from high-dimensional sensory inputs using end-to-end reinforcement learning. We tested this agent on the challenging domain of classic Atari 2600 games. We demonstrate that the deep Q-network agent, receiving only the pixels and the game score as inputs, was able to surpass the performance of all previous algorithms and achieve a level comparable to that of a professional human games tester across a set of 49 games, using the same algorithm, network architecture and hyperparameters. This work bridges the divide between high-dimensional sensory inputs and actions, resulting in the first artificial agent that is capable of learning to excel at a diverse array of challenging tasks.
Kazakova, Snezhanka; Cauberghe, Veroline; Pandelaere, Mario; De Pelsmacker, Patrick
2014-01-01
The current study explores how competition and gaming expertise affect the satisfaction of competence needs and gaming gratifications. We demonstrate that competition moderates the effect of gaming expertise on the satisfaction of competence needs, which in turn affects game enjoyment and replay intention. Gaming expertise predicted players' need satisfaction, game enjoyment, and replay intention significantly better in a competitive compared to a noncompetitive context. The effect of gaming expertise on game enjoyment and replay intention was, furthermore, mediated by the satisfaction of competence needs. Finally, gaming expertise positively affected the importance of competition for players' self-esteem only in the competitive gaming context. The present findings demonstrate the importance of competition and gaming expertise for the satisfaction of competence needs, gaming gratifications, and the pursuit of self-esteem during gameplay, attesting to the applicability of self-determination theory to gaming contexts.
ERIC Educational Resources Information Center
Wolfe, Joseph; Luethge, Denise J.
2003-01-01
Some game users have contended that students can be successful in games even if they "know little" about the rules and the underlying business theories driving them. Thus, if teams are uninvolved, it is possible that successful game play may not impart the learning typically found in experiential exercises nor that designed into games by their…
Prisoner's Dilemma Applied and in the Classroom: The TV Game Show "Friend or Foe"
ERIC Educational Resources Information Center
Coe, Paul R.; Alonzi, Loreto Peter; Condon, Daniel; Butterworth, William T.
2007-01-01
Prisoner's Dilemma is a common game theory scenario in which two players must choose between acting cooperatively or out of pure self-interest. What a player decides affects not only his own outcome but also that of the other player. "Friend or Foe," a TV game show that has appeared on the cable Game Show Network (GSN), places pairs of contestants…
ERIC Educational Resources Information Center
Sorebo, Oystein; Haehre, Reidar
2012-01-01
The purpose of this study is to explain students' perceived relevance of playing an educational game as a means for development of discipline competence. Based on self-determination theory and the concept of personal interest, we propose that: Satisfying students' basic needs for competence, autonomy, and relatedness when playing educational games…
Topography of Power Relations in Slovak Preschool Sector Based on Bourdieu's Field Theory
ERIC Educational Resources Information Center
Kašcák, Ondrej; Pupala, Branislav
2017-01-01
The article analyses the Slovak preschool education sector using Bourdieu's field theory. It describes stable and volatile points in the evolution of preschool education in terms of the power games occurring within the specific social field of power relations shaped during these games. It explores the groups of powerful players that represent the…
ERIC Educational Resources Information Center
Wang, Lijuan
2013-01-01
This study describes the beliefs of Physical Education (PE) teachers regarding Teaching Games for Understanding (TGfU) based on the Theory of Planned Behavior (TPB). Twenty PE teachers participated in this study. Data collection consisted of a survey on demographic data and semistructured interviews. The research results indicate that the teachers…
Pokémon Battles as a Context for Mathematical Modeling
ERIC Educational Resources Information Center
McGuffey, William
2017-01-01
In this article I explore some of the underlying mathematics of Poke´mon battles and describe ways that teachers at the secondary level could explore concepts of mathematical game theory in this context. I discuss various ways of representing and analyzing a Poke´mon battle using game theory and conclude with an example of applying concepts of…
Imitation dynamics of vaccine decision-making behaviours based on the game theory.
Yang, Junyuan; Martcheva, Maia; Chen, Yuming
2016-01-01
Based on game theory, we propose an age-structured model to investigate the imitation dynamics of vaccine uptake. We first obtain the existence and local stability of equilibria. We show that Hopf bifurcation can occur. We also establish the global stability of the boundary equilibria and persistence of the disease. The theoretical results are supported by numerical simulations.
Making Games Not Work: Paradoxes Embedded in Game-Based Training and Concepts for Overcoming Them
NASA Technical Reports Server (NTRS)
Jones, Phillip N.; Cuper, Taryn
2010-01-01
An interest in game-based training solutions is natural. All one has to do is watch someone fully engaged in a modern game to see the potential of harnessing that attention for training. However, the reality of game-based training has not fully satisfied these expectations. This paper explains two paradoxes that must be overcome for games to support training. These paradoxes are a result of the realities of the basic human condition clashing with the requirements of learning theory. 80th paradoxes arise from the concept of "engagement" that is central to games. The first comes from a more robust definition of engagement, which is the condition of Flow or Optimal Experience. Flow is the state game developers want to see in users. One aspect of Flow is loss of sense of self as the individual becomes immersed in the experience. The paradox arises because this loss of self directly contradicts the learning requirement of self-reflection. The second paradox comes from theories of play, which state in part that play requires a level of individual freedom. The contradiction arises when game-based play must be harnessed to an organizational training program or regimen. The paper will discuss these paradoxes in the context of an effort to design a game-based training modality to train combat medics and will close with a review of compensating strategies identified by the designers. The paper will provide information important to anyone interested in conceptualizing and designing game-based training.
A Frame-Reflective Discourse Analysis of Serious Games
ERIC Educational Resources Information Center
Mayer, Igor; Warmelink, Harald; Zhou, Qiqi
2016-01-01
The authors explore how framing theory and the method of frame-reflective discourse analysis provide foundations for the emerging discipline of serious games (SGs) research. Starting with Wittgenstein's language game and Berger and Luckmann's social constructivist view on science, the authors demonstrate why a definitional or taxonomic approach to…
An Exploratory Review of Design Principles in Constructivist Gaming Learning Environments
ERIC Educational Resources Information Center
Rosario, Roberto A. Munoz; Widmeyer, George R.
2009-01-01
Creating a design theory for Constructivist Gaming Learning Environment necessitates, among other things, the establishment of design principles. These principles have the potential to help designers produce games, where users achieve higher levels of learning. This paper focuses on twelve design principles: Probing, Distributed, Multiple Routes,…
Strengthening Parent-Child Relationships through Co-Playing Video Games
ERIC Educational Resources Information Center
Sheffield, Anneliese; Lin, Lin
2013-01-01
Parent-child relationships may be strengthened when parents and children play video games together. Literature is limited in addressing the impact of co-playing video games on parent-child relationships. Family systems theory, in particular, parental mediation through co-play, may provide insights into parent-child relationships. Parents who…
ERIC Educational Resources Information Center
Dormann, Claire; Biddle, Robert
2006-01-01
This paper focuses on the benefits and utilisation of humour in digital game-based learning. Through the activity theory framework, we emphasise the role of humour as a mediating tool which helps resolve contradictions within the activity system from conjoining educational objectives within the computer game. We then discuss the role of humour…
Terminological Ambiguity: Game and Simulation
ERIC Educational Resources Information Center
Klabbers, Jan H. G.
2009-01-01
Since its introduction in academia and professional practice during the 1950s, gaming has been linked to simulation. Although both fields have a few important characteristics in common, they are distinct in their form and underlying theories of knowledge and methodology. Nevertheless, in the literature, hybrid terms such as "gaming/simulation" and…
Linking Serious Game Narratives with Pedagogical Theories and Pedagogical Design Strategies
ERIC Educational Resources Information Center
De Troyer, Olga; Van Broeckhoven, Frederik; Vlieghe, Joachim
2017-01-01
Narrative-based serious games present pedagogical content and interventions through an interactive narrative. To ensure effective learning in such kind of serious games, designers are not only faced with the challenge of creating a compelling narrative, but also with the additional challenge of incorporating suitable pedagogical strategies.…
Gaming the Classroom Viewing Learning through the Lens Self Determination Theory
ERIC Educational Resources Information Center
Szymanski, Antonia; Benus, Matthew
2015-01-01
Educators, designers and curriculum creators are interested in developing educational experiences that replicate the fun aspect of video games to increase student intrinsic motivation. This aspect, which compels players to engage with the game and persist despite failing, has the potential to increase student academic success. Researchers used…
Yuan, Ji; Qian, Ruobing; Lin, Bin; Fu, Xianming; Wei, Xiangpin; Weng, Chuanbo; Niu, Chaoshi; Wang, Yehan
2014-02-11
To explore the functions of temporal parietal junction (TPJ) as parts of attention networks in the pathogenesis of online game addiction using resting-state functional magnetic resonance imaging (fMRI). A total of 17 online game addicts (OGA) were recruited as OGA group and 17 healthy controls during the same period were recruited as CON group. The neuropsychological tests were performed for all of them to compare the inter-group differences in the results of Internet Addiction Test (IAT) and attention functions. All fMRI data were preprocessed after resting-state fMRI scanning. Then left and right TPJ were selected as regions of interest (ROIs) to calculate the linear correlation between TPJ and entire brain to compare the inter-group differences. Obvious differences existed between OGA group (71 ± 5 scores) and CON group (19 ± 7 scores) in the IAT results and attention function (P < 0.05). Compared with the controls, right TPJ in online game addicts showed decreased functional connectivity with bilateral ventromedial prefrontal cortex (VMPFC), bilateral hippocampal gyrus and bilateral amygdaloid nucleus, but increased functional connectivity with right cuneus.However, left TPJ demonstrated decreased functional connectivity with bilateral superior frontal gyrus and bilateral middle frontal gyrus, but increased functional connectivity with bilateral cuneus (P < 0.05). Altered functional connectivity of TPJ reflected its dysfunction in online game addicts.It suggests that TPJ is an important component of attention networks participating in the generation of online game addiction.
Study on GIS-based sport-games information system
NASA Astrophysics Data System (ADS)
Peng, Hongzhi; Yang, Lingbin; Deng, Meirong; Han, Yongshun
2008-10-01
With the development of internet and such info-technologies as, Information Superhighway, Computer Technology, Remote Sensing(RS), Global Positioning System(GPS), Digital Communication and National Information Network(NIN),etc. Geographic Information System (GIS) becomes more and more popular in fields of science and industries. It is not only feasible but also necessary to apply GIS to large-scale sport games. This paper firstly discussed GIS technology and its application, then elaborated on the frame and content of Sport-Games Geography Information System(SG-GIS) with the function of gathering, storing, processing, sharing, exchanging and utilizing all kind of spatial-temporal information about sport games, and lastly designed and developed a public service GIS for the 6th Asian Winter Games in Changchun, China(CAWGIS). The application of CAWGIS showed that the established SG-GIS was feasible and GIS-based sport games information system was able to effectively process a large amount of sport-games information and provide the real-time sport games service for governors, athletes and the public.
Brain fMRI study of crave induced by cue pictures in online game addicts (male adolescents).
Sun, Yueji; Ying, Huang; Seetohul, Ravi M; Xuemei, Wang; Ya, Zheng; Qian, Li; Guoqing, Xu; Ye, Sun
2012-08-01
To study crave-related cerebral regions induced by game figure cues in online game addicts. fMRI brain imaging was done when the subjects were shown picture cues of the WoW (World of Warcraft, Version: 4.1.014250) game. 10 male addicts of WoW were selected as addicts' group, and 10 other healthy male non-addicts who were matched by age, were used as non-game addicts' group. All volunteers participated in fMRI paradigms. WoW associated cue pictures and neutral pictures were shown. We examined functional cerebral regions activated by the pictures with 3.0 T Philips MRI. The imaging signals' database was analyzed by SPM5. The correlation between game craving scores and different image results were assessed. When the game addicts watch the pictures, some brain areas show increased signal activity namely: dorsolateral prefrontal cortex, bilateral temporal cortex, cerebellum, right inferior parietal lobule, right cuneus, right hippocampus, parahippocampal gyrus, left caudate nucleus. But in these same brain regions we did not observe remarkable activities in the control group. Differential image signal densities of the addict group were subtracted from the health control group, results of which were expressed in the bilateral dorsolateral prefrontal cortex, anterior cingulate cortex, inferior parietal lobe and inferior temporal gyrus, cerebellum, right insular and the right angular gyrus. The increased imaging signal densities were significant and positively correlated with the craving scale scores in the bilateral prefrontal cortex, anterior cingulate cortex and right inferior parietal lobe. Craving of online game addicts was successfully induced by game cue pictures. Crave related brain areas are: dorsolateral prefrontal cortex, anterior cingulate cortex, and right inferior parietal lobe. The brain regions are overlapped with cognitive and emotion related processing brain areas. Copyright © 2012 Elsevier B.V. All rights reserved.
Malekian, Negin; Habibi, Jafar; Zangooei, Mohammad Hossein; Aghakhani, Hojjat
2016-11-01
There are many cells with various phenotypic behaviors in cancer interacting with each other. For example, an apoptotic cell may induce apoptosis in adjacent cells. A living cell can also protect cells from undergoing apoptosis and necrosis. These survival and death signals are propagated through interaction pathways between adjacent cells called gap junctions. The function of these signals depends on the cellular context of the cell receiving them. For instance, a receiver cell experiencing a low level of oxygen may interpret a received survival signal as an apoptosis signal. In this study, we examine the effect of these signals on tumor growth. We make an evolutionary game theory component in order to model the signal propagation through gap junctions. The game payoffs are defined as a function of cellular context. Then, the game theory component is integrated into an agent-based model of tumor growth. After that, the integrated model is applied to ductal carcinoma in situ, a type of early stage breast cancer. Different scenarios are explored to observe the impact of the gap junction communication and parameters of the game theory component on cancer progression. We compare these scenarios by using the Wilcoxon signed-rank test. The Wilcoxon signed-rank test succeeds in proving a significant difference between the tumor growth of the model before and after considering the gap junction communication. The Wilcoxon signed-rank test also proves that the tumor growth significantly depends on the oxygen threshold of turning survival signals into apoptosis. In this study, the gap junction communication is modeled by using evolutionary game theory to illustrate its role at early stage cancers such as ductal carcinoma in situ. This work indicates that the gap junction communication and the oxygen threshold of turning survival signals into apoptosis can notably affect cancer progression. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.
Differential-Game Examination of Optimal Time-Sequential Fire-Support Strategies
1976-09-01
77 004033 NPS-55Tw76091 NAVAL POSTGRADUATE SCHOOL 4Monterey, California i ’ DIFFERENTIAL- GAME EXAMINATION OF OPTIMAL TIME-SEQUENTIAL FIRE...CATALOG NUMBER NPS-55Tw76091 4. TITLE (and Subtitle) S. TYPE OF REPDRT & PERIOD COVERED Differential- Game Examination of Optimal Tir Technical Report...NOTES 19. KEY WORDS (Continue on reverse side If necessary and identify by block number) Differential Games Lanchester Theory of Combat Military Tactics
ERIC Educational Resources Information Center
Kim, Do Kyun; Dinu, Lucian F.; Chung, Wonjon
2013-01-01
Currently, the South Korean government is in the process of transforming school textbooks from a paper-based platform to a computer-based digital platform. Along with this effort, interactive online educational games (edu-games) have been examined as a potential component of the digital textbooks. Based on the theory of diffusion of innovations,…
Neural contributions to flow experience during video game playing.
Klasen, Martin; Weber, René; Kircher, Tilo T J; Mathiak, Krystyna A; Mathiak, Klaus
2012-04-01
Video games are an exciting part of new media. Although game play has been intensively studied, the underlying neurobiology is still poorly understood. Flow theory is a well-established model developed to describe subjective game experience. In 13 healthy male subjects, we acquired fMRI data during free play of a video game and analyzed brain activity based on the game content. In accordance with flow theory, we extracted the following factors from the game content: (i) balance between ability and challenge; (ii) concentration and focus; (iii) direct feedback of action results; (iv) clear goals; and (v) control over the situation/activity. We suggest that flow is characterized by specific neural activation patterns and that the latter can be assessed-at least partially-by content factors contributing to the emergence of flow. Each of the content factors was characterized by specific and distinguishable brain activation patterns, encompassing reward-related midbrain structures, as well as cognitive and sensorimotor networks. The activation of sensory and motor networks in the conjunction analyses underpinned the central role of simulation for flow experience. Flow factors can be validated with functional brain imaging which can improve the understanding of human emotions and motivational processes during media entertainment.
Neural contributions to flow experience during video game playing
Weber, René; Kircher, Tilo T. J.; Mathiak, Krystyna A.; Mathiak, Klaus
2012-01-01
Video games are an exciting part of new media. Although game play has been intensively studied, the underlying neurobiology is still poorly understood. Flow theory is a well-established model developed to describe subjective game experience. In 13 healthy male subjects, we acquired fMRI data during free play of a video game and analyzed brain activity based on the game content. In accordance with flow theory, we extracted the following factors from the game content: (i) balance between ability and challenge; (ii) concentration and focus; (iii) direct feedback of action results; (iv) clear goals; and (v) control over the situation/activity. We suggest that flow is characterized by specific neural activation patterns and that the latter can be assessed—at least partially—by content factors contributing to the emergence of flow. Each of the content factors was characterized by specific and distinguishable brain activation patterns, encompassing reward-related midbrain structures, as well as cognitive and sensorimotor networks. The activation of sensory and motor networks in the conjunction analyses underpinned the central role of simulation for flow experience. Flow factors can be validated with functional brain imaging which can improve the understanding of human emotions and motivational processes during media entertainment. PMID:21596764
Combinatorial structures to modeling simple games and applications
NASA Astrophysics Data System (ADS)
Molinero, Xavier
2017-09-01
We connect three different topics: combinatorial structures, game theory and chemistry. In particular, we establish the bases to represent some simple games, defined as influence games, and molecules, defined from atoms, by using combinatorial structures. First, we characterize simple games as influence games using influence graphs. It let us to modeling simple games as combinatorial structures (from the viewpoint of structures or graphs). Second, we formally define molecules as combinations of atoms. It let us to modeling molecules as combinatorial structures (from the viewpoint of combinations). It is open to generate such combinatorial structures using some specific techniques as genetic algorithms, (meta-)heuristics algorithms and parallel programming, among others.
ERIC Educational Resources Information Center
Fendler, Lynn; Smeyers, Paul
2015-01-01
Debates in science seem to depend on referential language-games, but in other senses they do not. This article addresses non-representational theory. It is a branch of newer approaches to cultural geography that strive to get a handle on spatial relationships not by representing them, but rather by presenting them. In this case, present connotes…
The commodification process of extreme sports: the diffusion of the X-Games by ESPN
Chang Huh; Byoung Kwan Lee; Euidong Yoo
2002-01-01
The purpose of this study was to explore the commodification process of extreme sports. Specifically, this study is to investigate how X-Games as a sport event has been spread among the teenagers by ESPN in order to use extreme sports commercially. The diffusion theory was utilized as a theoretical framework to explain this process because the diffusion theory is a...
ERIC Educational Resources Information Center
Hung, Aaron Chia Yuan
2016-01-01
The paper uses actor-network theory (ANT) to analyze the sociotechnical networks of three groups of adolescents who played online games in different physical and social contexts. These include: an internet café, which allowed the players to be co-present; a personal laptop, which gave the player more control over how he played; and at home through…
ERIC Educational Resources Information Center
Yu, Jing; Zhu, Liqi; Leslie, Alan M.
2016-01-01
This study investigated the motivational and social-cognitive foundations (i.e., inequality aversion, in-group bias, and theory of mind) that underlie the development of sharing behavior among 3- to 9-year-old Chinese children (N = 122). Each child played two mini-dictator games against an in-group member (friend) and an out-group member…
LETTER TO THE EDITOR: Mixed population Minority Game with generalized strategies
NASA Astrophysics Data System (ADS)
Jefferies, P.; Hart, M.; Johnson, N. F.; Hui, P. M.
2000-11-01
We present a quantitative theory, based on crowd effects, for the market volatility in a Minority Game played by a mixed population. Below a critical concentration of generalized strategy players, we find that the volatility in the crowded regime remains above the random coin-toss value regardless of the `temperature' controlling strategy use. Our theory yields good agreement with numerical simulations.
Playing Games during a Lecture Hour: Experience with an Online Blood Grouping Game
ERIC Educational Resources Information Center
Bhaskar, Anand
2014-01-01
Theory lectures are boring and sleep inducing for students, and it is difficult to get their full attention during 1 h of lecture. The ability of students to concentrate diminishes 20-25 min after the start of the lecture. There is also a lack of active participation of students during theory lectures. In an effort to break the monotony of the…
ERIC Educational Resources Information Center
Williams, Robert Howard; Williams, Alexander Jonathan
2010-01-01
The authors previously developed multiple identification theory (MIT) as a system of simulation game design intended to promote attitude change. The present study further tests MIT's effectiveness. The authors created a game (CULTURE & CREED) via MIT as a complex simulation of Middle Eastern conflict resolution, designed to change attitudes…
Self-Affirmation Theory and Performance Feedback: When Scoring High Makes You Feel Low.
Velez, John A; Hanus, Michael D
2016-12-01
Video games have a wide variety of benefits for players. The current study examines how video games can also increase players' willingness to internalize important but threatening self-information. Research suggests that negative information regarding a valued self-image evokes defensive strategies aimed at dismissing or discrediting the source of information. Self-Affirmation Theory proposes that affirming or bolstering an important self-image unrelated to the previous threat can be an effective strategy for reducing defensiveness. Participants in the current study completed a fictitious intelligence test and received negative or no feedback, followed by 15 minutes of video game play that resulted in positive or no feedback. Results suggest that participants who valued video game success as part of their identity exhibited less defensive strategies in the form of increased test credibility ratings and lower self-perceptions of intelligence. This suggests that performing well on a video game is an affirmational resource for players whose identities are contingent upon such success. However, results also indicate that players who did not value video game success but received positive video game feedback exhibited more defensive reactions to the negative intelligence test feedback. This suggests that while players who value video game success as part of their identity may reap benefits from video game play after a self-threat, those who do not value such success may experience more harmful effects.
An Investigation of Partizan Misere Games
NASA Astrophysics Data System (ADS)
Allen, Meghan Rose
2010-08-01
Combinatorial games are played under two different play conventions: normal play, where the last player to move wins, and mis play, where the last player to move loses. Combinatorial games are also classified into impartial positions and partizan positions, where a position is impartial if both players have the same available moves and partizan otherwise. Mis play games lack many of the useful calculational and theoretical properties of normal play games. Until Plambeck's indistinguishability quotient and mis monoid theory were developed in 2004, research on mis play games had stalled. This thesis investigates partizan combinatorial mis play games, by taking Plambeck's indistinguishability and mis monoid theory for impartial positions and extending it to partizan ones, as well as examining the difficulties in constructing a category of mis play games in a similar manner to Joyal's category of normal play games. This thesis succeeds in finding an infinite set of positions which each have finite mis monoid, examining conditions on positions for when * + * is equivalent to 0, finding a set of positions which have Tweedledum-Tweedledee type strategy, and the two most important results of this thesis: giving necessary and sufficient conditions on a set of positions Upsilon such that the mis monoid of Upsilon is the same as the mis monoid of * and giving a construction theorem which builds all positions ξ such that the mis monoid of ξ is the same as the mis monoid of *.
Fostering the Development of Logico-Mathematical Thinking in a Card Game at Ages 5-6
ERIC Educational Resources Information Center
Kamii, Constance; Kato, Yasuhiko
2005-01-01
A class of 14 kindergartners in Japan was videotaped while playing a card game in groups of three involving the placement of cards in numerical order. The children were followed up in first grade, and it was found that development in one area of logico-mathematical knowledge (for example, the making of temporal relationships) stimulates…
Using Hybrid Modeling to Develop Innovative Activities
ERIC Educational Resources Information Center
Lichtman, Brenda; Avans, Diana
2005-01-01
This article describes a hybrid activities model that physical educators can use with students in grades four and above to create virtually a limitless array of novel games. A brief introduction to the basic theory is followed by descriptions of some hybrid games. Hybrid games are typically the result of merging two traditional sports or other…
Playing Modeling Games in the Science Classroom: The Case for Disciplinary Integration
ERIC Educational Resources Information Center
Sengupta, Pratim; Clark, Doug
2016-01-01
The authors extend the theory of "disciplinary integration" of games for science education beyond the virtual world of games, and identify two key themes of a practice-based theoretical commitment to science learning: (1) materiality in the classroom, and (2) iterative design of multiple, complementary, symbolic inscriptions (e.g.,…
Teaching Australian Football in Physical Education: Constraints Theory in Practice
ERIC Educational Resources Information Center
Pill, Shane
2013-01-01
This article outlines a constraints-led process of exploring, modifying, experimenting, adapting, and developing game appreciation known as Game Sense (Australian Sports Commission, 1997; den Duyn, 1996, 1997) for the teaching of Australian football. The game acts as teacher in this constraints-led process. Rather than a linear system that…
Performance Assessment in Serious Games: Compensating for the Effects of Randomness
ERIC Educational Resources Information Center
Westera, Wim
2016-01-01
This paper is about performance assessment in serious games. We conceive serious gaming as a process of player-lead decision taking. Starting from combinatorics and item-response theory we provide an analytical model that makes explicit to what extent observed player performances (decisions) are blurred by chance processes (guessing behaviors). We…
Investigating Flow Experience and Scientific Practices during a Mobile Serious Educational Game
ERIC Educational Resources Information Center
Bressler, Denise M.; Bodzin, Alec M.
2016-01-01
Mobile serious educational games (SEGs) show promise for promoting scientific practices and high engagement. Researchers have quantified this engagement according to flow theory. This study investigated whether a mobile SEG promotes flow experience and scientific practices with eighth-grade urban students. Students playing the game (n = 59) were…
PC Games and the Teaching of History
ERIC Educational Resources Information Center
McMichael, Andrew
2007-01-01
Although the use of PC games in the history classroom might be relatively new, the ideas for these assignments and the theory behind their use borrows heavily from a number of areas and combines different pedagogical techniques. Using computer games allows teachers to recombine disparate teaching threads into something novel that will serve…
Examining Student-Designed Games through Suits' Theory of Games
ERIC Educational Resources Information Center
Casey, Ashley; Hastie, Peter; Jump, Steve
2016-01-01
This paper documents how a unit of student-designed games can create a more meaningful version of physical education (PE) for disengaged students, a version that enhances the educational legitimacy of the subject matter by affording it worth in and of itself rather than being justified for other, extrinsic or instrumental reasons. Furthermore, it…
Exploring Preservice Teacher Perspectives on Video Games as Learning Tools
ERIC Educational Resources Information Center
Ray, Beverly B.; Powell, Angiline; Jacobsen, Brenda
2014-01-01
Despite their popularity with learners, many K-12 teachers are reluctant to use video games as learning tools. Addressing issues surrounding this reluctance is important since the educational use of video games is supported by learning theory and an emerging research base. Specifically, this study adopts exploratory research as a means to examine…
The Effect of Computer Game-Based Learning on FL Vocabulary Transferability
ERIC Educational Resources Information Center
Franciosi, Stephan J.
2017-01-01
In theory, computer game-based learning can support several vocabulary learning affordances that have been identified in the foreign language learning research. In the observable evidence, learning with computer games has been shown to improve performance on vocabulary recall tests. However, while simple recall can be a sign of learning,…
A comparison of naïve and sophisticated subject behavior with game theoretic predictions
McCabe, Kevin A.; Smith, Vernon L.
2000-01-01
We use an extensive form two-person game as the basis for two experiments designed to compare the behavior of two groups of subjects with each other and with the subgame perfect theoretical prediction in an anonymous interaction protocol. The two subject groups are undergraduates and advanced graduate students, the latter having studied economics and game theory. There is no difference in their choice behavior, and both groups depart substantially from game theoretic predictions. We also compare a subsample of the same graduate students with a typical undergraduate sample in an asset trading environment in which inexperienced undergraduates invariably produce substantial departures from the rational expectations prediction. In this way, we examine how robust are the results across two distinct anonymous interactive environments. In the constant sum trading game, the graduate students closely track the predictions of rational theory. Our interpretation is that the graduate student subjects' departure from subgame perfection to achieve cooperative outcomes in the two-person bargaining game is a consequence of a deliberate strategy and is not the result of error or inadequate learning. PMID:10725349
A Markov game theoretic data fusion approach for cyber situational awareness
NASA Astrophysics Data System (ADS)
Shen, Dan; Chen, Genshe; Cruz, Jose B., Jr.; Haynes, Leonard; Kruger, Martin; Blasch, Erik
2007-04-01
This paper proposes an innovative data-fusion/ data-mining game theoretic situation awareness and impact assessment approach for cyber network defense. Alerts generated by Intrusion Detection Sensors (IDSs) or Intrusion Prevention Sensors (IPSs) are fed into the data refinement (Level 0) and object assessment (L1) data fusion components. High-level situation/threat assessment (L2/L3) data fusion based on Markov game model and Hierarchical Entity Aggregation (HEA) are proposed to refine the primitive prediction generated by adaptive feature/pattern recognition and capture new unknown features. A Markov (Stochastic) game method is used to estimate the belief of each possible cyber attack pattern. Game theory captures the nature of cyber conflicts: determination of the attacking-force strategies is tightly coupled to determination of the defense-force strategies and vice versa. Also, Markov game theory deals with uncertainty and incompleteness of available information. A software tool is developed to demonstrate the performance of the high level information fusion for cyber network defense situation and a simulation example shows the enhanced understating of cyber-network defense.
A Game-Theoretic Measure of Presence for Assessing Aircraft Carrier Options.
1982-10-01
AD-A121 599 A GAME -THEORETIC MEASURE 0F PRESENCE FOR ASSESSIN NO ANALYSES ALEXANDRIA VA PROGRAM ANALYR PRE P S IE O ESE UNCLASSIFED JH GPOTTE ET...1. REPORT MNUM 1 L GOVT ACCESRIM IM. REINT5 CPAALOG NUOGG 14. TITLE Cid ubMsj S. TYPE OF REPORT & PERIOD COVERED A Game -Theoretic Measure of...NOTES C Is. KEY wOrS (0mM. 0a No" f .a..eaup meM RSEI’ p eek ... l6t Game theory, Zero-sum games , Col Blotto games , aircraft carriers, alternative
Unfair and Anomalous Evolutionary Dynamics from Fluctuating Payoffs.
Stollmeier, Frank; Nagler, Jan
2018-02-02
Evolution occurs in populations of reproducing individuals. Reproduction depends on the payoff a strategy receives. The payoff depends on the environment that may change over time, on intrinsic uncertainties, and on other sources of randomness. These temporal variations in the payoffs can affect which traits evolve. Understanding evolutionary game dynamics that are affected by varying payoffs remains difficult. Here we study the impact of arbitrary amplitudes and covariances of temporally varying payoffs on the dynamics. The evolutionary dynamics may be "unfair," meaning that, on average, two coexisting strategies may persistently receive different payoffs. This mechanism can induce an anomalous coexistence of cooperators and defectors in the prisoner's dilemma, and an unexpected selection reversal in the hawk-dove game.
Unfair and Anomalous Evolutionary Dynamics from Fluctuating Payoffs
NASA Astrophysics Data System (ADS)
Stollmeier, Frank; Nagler, Jan
2018-02-01
Evolution occurs in populations of reproducing individuals. Reproduction depends on the payoff a strategy receives. The payoff depends on the environment that may change over time, on intrinsic uncertainties, and on other sources of randomness. These temporal variations in the payoffs can affect which traits evolve. Understanding evolutionary game dynamics that are affected by varying payoffs remains difficult. Here we study the impact of arbitrary amplitudes and covariances of temporally varying payoffs on the dynamics. The evolutionary dynamics may be "unfair," meaning that, on average, two coexisting strategies may persistently receive different payoffs. This mechanism can induce an anomalous coexistence of cooperators and defectors in the prisoner's dilemma, and an unexpected selection reversal in the hawk-dove game.
Evidence Combination From an Evolutionary Game Theory Perspective.
Deng, Xinyang; Han, Deqiang; Dezert, Jean; Deng, Yong; Shyr, Yu
2016-09-01
Dempster-Shafer evidence theory is a primary methodology for multisource information fusion because it is good at dealing with uncertain information. This theory provides a Dempster's rule of combination to synthesize multiple evidences from various information sources. However, in some cases, counter-intuitive results may be obtained based on that combination rule. Numerous new or improved methods have been proposed to suppress these counter-intuitive results based on perspectives, such as minimizing the information loss or deviation. Inspired by evolutionary game theory, this paper considers a biological and evolutionary perspective to study the combination of evidences. An evolutionary combination rule (ECR) is proposed to help find the most biologically supported proposition in a multievidence system. Within the proposed ECR, we develop a Jaccard matrix game to formalize the interaction between propositions in evidences, and utilize the replicator dynamics to mimick the evolution of propositions. Experimental results show that the proposed ECR can effectively suppress the counter-intuitive behaviors appeared in typical paradoxes of evidence theory, compared with many existing methods. Properties of the ECR, such as solution's stability and convergence, have been mathematically proved as well.
Lin, Jinyao; Li, Xia
2016-04-01
Zoning eco-protected areas is important for ecological conservation and environmental management. Rapid and continuous urban expansion, however, may exert negative effects on the performance of practical zoning designs. Various methods have been developed for protected area zoning, but most of them failed to consider the conflicts between urban development (for the benefit of land developers) and ecological protection (local government). Some real-world zoning schemes even have to be modified occasionally after the lengthy negotiations between the government and land developers. Therefore, our study has presented a game theory-based method to deal with this problem. Future urban expansion in the study area will be predicted by a logistic regression cellular automaton, while eco-protected areas will be delimitated using multi-objective optimization algorithm. Then, two types of conflicts between them can be resolved based on game theory, a theory of decision-making. We established a two-person dynamic game for each conflict zone. The ecological compensation mechanism was taken into account by simulating the negotiation processes between the government and land developers. A final zoning scheme can be obtained when the two sides reach agreements. The proposed method is applied to the eco-protected area zoning in Guangzhou, a fast-growing city in China. The experiments indicate that the conflicts between eco-protection and urban development will inevitably arise when using only traditional zoning methods. Based on game theory, our method can effectively resolve those conflicts, and can provide a relatively reasonable zoning scheme. This method is expected to support policy-making in environmental management and urban planning. Copyright © 2015 Elsevier Ltd. All rights reserved.
How to Love the Bomb: Trying to solve the prisoner's dilemma with evolutionary game theory
NASA Astrophysics Data System (ADS)
Castela, Vasco
Economists traditionally see altruistic acts as irrational. However, in the Prisoner's Dilemma, a rational player can do worse than a moral player. The rules of the game imply that one cannot defend one's best interest if one tries to. Game theory has struggled to explain how an agent could have access to the strategically best outcome without behaving irrationally, but with little success. Can a complex systems approach do better?. Peter Danielson, using Evolutionary Game Theory, has avoided some of the assumptions of Game Theory by using a complexity approach to reframe the problem, and offers a solution of sorts. According to Danielson, the foundations of altruism are mechanisms of deterrence that rely on credible threat - we are nice for fear of retaliation. He is both right and wrong. It will be argued that utilitarian, consequentialist principles must have been at work to create the conditions for altruistic acts to be performed. It is wrong to expect, however, that the same reasons are the reasons for action. In order for a model of genuine altruism to be possible, an extra cog must be inserted in the mechanism of causality in order to distance moral action from its strategic advantages. If emotions fulfill this role, we can tell a story in which it is rational to act on altruistic motivations and materially advantageous to hold such motivations. Moral sentiments can be seen as a tool designed by evolution to help optimize cooperation in a social environment. The proposed account integrates the Humean theory of motivation with Robert Frank's commitment model and Aristotle's views on moral education, keeping an adequate story of how it can be in our material interest to be moral without having to renounce to the existence of genuine acts of altruism.
NASA Astrophysics Data System (ADS)
Madani, Kaveh; Hooshyar, Milad
2014-11-01
Reservoir systems with multiple operators can benefit from coordination of operation policies. To maximize the total benefit of these systems the literature has normally used the social planner's approach. Based on this approach operation decisions are optimized using a multi-objective optimization model with a compound system's objective. While the utility of the system can be increased this way, fair allocation of benefits among the operators remains challenging for the social planner who has to assign controversial weights to the system's beneficiaries and their objectives. Cooperative game theory provides an alternative framework for fair and efficient allocation of the incremental benefits of cooperation. To determine the fair and efficient utility shares of the beneficiaries, cooperative game theory solution methods consider the gains of each party in the status quo (non-cooperation) as well as what can be gained through the grand coalition (social planner's solution or full cooperation) and partial coalitions. Nevertheless, estimation of the benefits of different coalitions can be challenging in complex multi-beneficiary systems. Reinforcement learning can be used to address this challenge and determine the gains of the beneficiaries for different levels of cooperation, i.e., non-cooperation, partial cooperation, and full cooperation, providing the essential input for allocation based on cooperative game theory. This paper develops a game theory-reinforcement learning (GT-RL) method for determining the optimal operation policies in multi-operator multi-reservoir systems with respect to fairness and efficiency criteria. As the first step to underline the utility of the GT-RL method in solving complex multi-agent multi-reservoir problems without a need for developing compound objectives and weight assignment, the proposed method is applied to a hypothetical three-agent three-reservoir system.
Synthesis of robust nonlinear autopilots using differential game theory
NASA Technical Reports Server (NTRS)
Menon, P. K. A.
1991-01-01
A synthesis technique for handling unmodeled disturbances in nonlinear control law synthesis was advanced using differential game theory. Two types of modeling inaccuracies can be included in the formulation. The first is a bias-type error, while the second is the scale-factor-type error in the control variables. The disturbances were assumed to satisfy an integral inequality constraint. Additionally, it was assumed that they act in such a way as to maximize a quadratic performance index. Expressions for optimal control and worst-case disturbance were then obtained using optimal control theory.
Defining and Leveraging Game Qualities for Serious Games
NASA Technical Reports Server (NTRS)
Martin, Michael W.; Shen, Yuzhong
2011-01-01
Serious games can and should leverage the unique qualities of video games to effectively deliver educational experiences for the learners. However, leveraging these qualities is incumbent upon understanding what these unique 'game' qualities are , and how they can facilitate the learning process. This paper presents an examination of the meaning of the term 'game' . as it applies to both serious games and digital entertainment games. Through the examination of counter examples, we derive three game characteristics; games are self contained, provide a variety of meaningful choices, and are intrinsically compelling. We also discuss the theoretical educational foundations which support the application of these 'game qualities' to educational endeavors. This paper concludes with a presentation of results achieved through the application of these qualities and the applicable educational theories to teach learners about the periodic table of elements via a serious game developed by the authors.
Ensemble method: Community detection based on game theory
NASA Astrophysics Data System (ADS)
Zhang, Xia; Xia, Zhengyou; Xu, Shengwu; Wang, J. D.
2014-08-01
Timely and cost-effective analytics over social network has emerged as a key ingredient for success in many businesses and government endeavors. Community detection is an active research area of relevance to analyze online social network. The problem of selecting a particular community detection algorithm is crucial if the aim is to unveil the community structure of a network. The choice of a given methodology could affect the outcome of the experiments because different algorithms have different advantages and depend on tuning specific parameters. In this paper, we propose a community division model based on the notion of game theory, which can combine advantages of previous algorithms effectively to get a better community classification result. By making experiments on some standard dataset, it verifies that our community detection model based on game theory is valid and better.
A game theory-based trust measurement model for social networks.
Wang, Yingjie; Cai, Zhipeng; Yin, Guisheng; Gao, Yang; Tong, Xiangrong; Han, Qilong
2016-01-01
In social networks, trust is a complex social network. Participants in online social networks want to share information and experiences with as many reliable users as possible. However, the modeling of trust is complicated and application dependent. Modeling trust needs to consider interaction history, recommendation, user behaviors and so on. Therefore, modeling trust is an important focus for online social networks. We propose a game theory-based trust measurement model for social networks. The trust degree is calculated from three aspects, service reliability, feedback effectiveness, recommendation credibility, to get more accurate result. In addition, to alleviate the free-riding problem, we propose a game theory-based punishment mechanism for specific trust and global trust, respectively. We prove that the proposed trust measurement model is effective. The free-riding problem can be resolved effectively through adding the proposed punishment mechanism.
Improving Operational Wargaming: Its All Fun and Games Until Someone Loses a War
2016-05-26
Approved for public release; distribution is unlimited Improving Operational Wargaming: It’s All Fun and Games Until Someone Loses a War A...Improving Operational Wargaming: It’s All Fun and Games Until Someone Loses a War Sb. GRANT NUMBER Sc. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) Sd. PROJECT...theory-including game element analysis and wargame pathologies-provides an excellent rubric for creating and evaluating wargames and wargaming
Coordination games, anti-coordination games, and imitative learning.
McCain, Roger A; Hamilton, Richard
2014-02-01
Bentley et al.'s scheme generates distributions characteristic of situations of high and low social influence on decisions and of high and low salience ("transparency") of rewards. Another element of decisions that may influence the placement of a decision process in their map is the way in which individual decisions interact to determine the payoffs. This commentary discusses the role of Nash equilibria in game theory, focusing especially on coordination and anti-coordination games.
Implementing Realistic Helicopter Physics in 3D Game Environments
2002-09-01
developed a highly realistic and innovative PC video game that puts you inside an Army unit. You’ll face your first tour of duty along with your fellow...helicopter physics. Many other video games include helicopters but omit realistic third person helicopter behaviors in their applications. Of the 48...to be too computationally expensive for a PC based video game . Generally, some basic parts of blade element theory are present in any attempt to
ERIC Educational Resources Information Center
Keating, Paul
2016-01-01
Building on the use of the internet and social media as sites for activism, this paper highlights the emergence of political activism and collective protest in the online gaming environment. Referencing social movement theory and the rapidly evolving capacity of multiplayer online games to facilitate the development of strong group identities and…
NASA Astrophysics Data System (ADS)
Esmaeili, Maryam; Bahrini, Aram; Shayanrad, Sepideh
2015-12-01
Oil and gas as the non-renewable resources are considered very valuable for the countries with petroleum economics. These resources are not only diffused equally around the world, but also they are common in some places which their neighbors often come into conflicts. Consequently, it is vital for those countries to manage their resource utilization. Lately, game theory was applied in conflict resolution of common resources, such as water, which is a proof of its efficacy and capability. This paper models the conflicts between Iran and its neighbors namely Qatar and Iraq between their oil and gas common resources using game theory approach. In other words, the future of these countries will be introduced and analyzed by some well-known 2 × 2 games to achieve a better perspective of their conflicts. Because of information inadequacy of the players, in addition to Nash Stability, various solution concepts are used based on the foresight, disimprovements, and knowledge of preferences. The results of mathematical models show how the countries could take a reasonable strategy to exploit their common resources.
Social cycling and conditional responses in the Rock-Paper-Scissors game
Wang, Zhijian; Xu, Bin; Zhou, Hai-Jun
2014-01-01
How humans make decisions in non-cooperative strategic interactions is a big question. For the fundamental Rock-Paper-Scissors (RPS) model game system, classic Nash equilibrium (NE) theory predicts that players randomize completely their action choices to avoid being exploited, while evolutionary game theory of bounded rationality in general predicts persistent cyclic motions, especially in finite populations. However as empirical studies have been relatively sparse, it is still a controversial issue as to which theoretical framework is more appropriate to describe decision-making of human subjects. Here we observe population-level persistent cyclic motions in a laboratory experiment of the discrete-time iterated RPS game under the traditional random pairwise-matching protocol. This collective behavior contradicts with the NE theory but is quantitatively explained, without any adjustable parameter, by a microscopic model of win-lose-tie conditional response. Theoretical calculations suggest that if all players adopt the same optimized conditional response strategy, their accumulated payoff will be much higher than the reference value of the NE mixed strategy. Our work demonstrates the feasibility of understanding human competition behaviors from the angle of non-equilibrium statistical physics. PMID:25060115
NASA Astrophysics Data System (ADS)
Ahmadi, Bahman; Nariman-zadeh, Nader; Jamali, Ali
2017-06-01
In this article, a novel approach based on game theory is presented for multi-objective optimal synthesis of four-bar mechanisms. The multi-objective optimization problem is modelled as a Stackelberg game. The more important objective function, tracking error, is considered as the leader, and the other objective function, deviation of the transmission angle from 90° (TA), is considered as the follower. In a new approach, a group method of data handling (GMDH)-type neural network is also utilized to construct an approximate model for the rational reaction set (RRS) of the follower. Using the proposed game-theoretic approach, the multi-objective optimal synthesis of a four-bar mechanism is then cast into a single-objective optimal synthesis using the leader variables and the obtained RRS of the follower. The superiority of using the synergy game-theoretic method of Stackelberg with a GMDH-type neural network is demonstrated for two case studies on the synthesis of four-bar mechanisms.
NASA Astrophysics Data System (ADS)
Szabó, György; Fáth, Gábor
2007-07-01
Game theory is one of the key paradigms behind many scientific disciplines from biology to behavioral sciences to economics. In its evolutionary form and especially when the interacting agents are linked in a specific social network the underlying solution concepts and methods are very similar to those applied in non-equilibrium statistical physics. This review gives a tutorial-type overview of the field for physicists. The first four sections introduce the necessary background in classical and evolutionary game theory from the basic definitions to the most important results. The fifth section surveys the topological complications implied by non-mean-field-type social network structures in general. The next three sections discuss in detail the dynamic behavior of three prominent classes of models: the Prisoner's Dilemma, the Rock-Scissors-Paper game, and Competing Associations. The major theme of the review is in what sense and how the graph structure of interactions can modify and enrich the picture of long term behavioral patterns emerging in evolutionary games.
Online gaming dependency: a preliminary study in China.
Peng, Wei; Liu, Ming
2010-06-01
Based on theories and previous studies on problematic Internet use, we propose a model to better understand the contributors to and consequences of online gaming dependency. A preliminary study was conducted through a survey of online gamers in China. The results of path analysis found that maladaptive cognitions, shyness, and depression are positively related to online gaming dependency. Online gaming dependency was also positively related to different types of negative life outcomes. The findings of this study have implications for the prevention and treatment of addictive online gaming.
Peng, Wei
2008-12-01
Abstract Based on Social Cognitive Theory, this study proposes a new concept-mediated enactive experience to understand game playing effects on self-efficacy in the context of a health promotion role-playing game. An experiment demonstrated that a mediated enactive experience afforded by game playing was more effective than a mediated observational experience provided by game watching in influencing self-efficacy. It was found that identification with the game character partially mediated the relationship between experience mode and self-efficacy.
Game theory in models of pedestrian room evacuation
NASA Astrophysics Data System (ADS)
Bouzat, S.; Kuperman, M. N.
2014-03-01
We analyze the pedestrian evacuation of a rectangular room with a single door considering a lattice gas scheme with the addition of behavioral aspects of the pedestrians. The movement of the individuals is based on random and rational choices and is affected by conflicts between two or more agents that want to advance to the same position. Such conflicts are solved according to certain rules closely related to the concept of strategies in game theory, cooperation and defection. We consider game rules analogous to those from the Prisoner's Dilemma and Stag Hunt games, with payoffs associated to the probabilities of the individuals to advance to the selected site. We find that, even when defecting is the rational choice for any agent, under certain conditions, cooperators can take advantage from mutual cooperation and leave the room more rapidly than defectors.
Game theory in models of pedestrian room evacuation.
Bouzat, S; Kuperman, M N
2014-03-01
We analyze the pedestrian evacuation of a rectangular room with a single door considering a lattice gas scheme with the addition of behavioral aspects of the pedestrians. The movement of the individuals is based on random and rational choices and is affected by conflicts between two or more agents that want to advance to the same position. Such conflicts are solved according to certain rules closely related to the concept of strategies in game theory, cooperation and defection. We consider game rules analogous to those from the Prisoner's Dilemma and Stag Hunt games, with payoffs associated to the probabilities of the individuals to advance to the selected site. We find that, even when defecting is the rational choice for any agent, under certain conditions, cooperators can take advantage from mutual cooperation and leave the room more rapidly than defectors.
Game theory and extremal optimization for community detection in complex dynamic networks.
Lung, Rodica Ioana; Chira, Camelia; Andreica, Anca
2014-01-01
The detection of evolving communities in dynamic complex networks is a challenging problem that recently received attention from the research community. Dynamics clearly add another complexity dimension to the difficult task of community detection. Methods should be able to detect changes in the network structure and produce a set of community structures corresponding to different timestamps and reflecting the evolution in time of network data. We propose a novel approach based on game theory elements and extremal optimization to address dynamic communities detection. Thus, the problem is formulated as a mathematical game in which nodes take the role of players that seek to choose a community that maximizes their profit viewed as a fitness function. Numerical results obtained for both synthetic and real-world networks illustrate the competitive performance of this game theoretical approach.
In pursuit of change: youth response to intensive goal setting embedded in a serious video game.
Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Juliano, Melissa; Frazior, McKee; Wilsdon, Jon; Jago, Russell
2007-11-01
Type 2 diabetes has increased in prevalence among youth, paralleling the increase in pediatric obesity. Helping youth achieve energy balance by changing diet and physical activity behaviors should decrease the risk for type 2 diabetes and obesity. Goal setting and goal review are critical components of behavior change. Theory-informed video games that emphasize development and refinement of goal setting and goal review skills provide a method for achieving energy balance in an informative, entertaining format. This article reports alpha-testing results of early versions of theory-informed goal setting and reviews components of two diabetes and obesity prevention video games for preadolescents. Two episodes each of two video games were alpha tested with 9- to 11-year-old youth from multiple ethnic groups. Alpha testing included observed game play followed by a scripted interview. The staff was trained in observation and interview techniques prior to data collection. Although some difficulties were encountered, alpha testers generally understood goal setting and review components and comprehended they were setting personal goals. Although goal setting and review involved multiple steps, youth were generally able to complete them quickly, with minimal difficulty. Few technical issues arose; however, several usability and comprehension problems were identified. Theory-informed video games may be an effective medium for promoting youth diabetes and obesity prevention. Alpha testing helps identify problems likely to have a negative effect on functionality, usability, and comprehension during development, thereby providing an opportunity to correct these issues prior to final production.
Videogame Mechanics in Games for Health.
Baranowski, Moderator Tom; Lieberman, Participants Debra; Buday, Richard; Peng, Wei; Zimmerli, Lukas; Wiederhold, Brenda; Kato, Pamela M
2013-08-01
Game mechanics have been identified as "methods invoked by agents for interacting with the game world."(1) They are elements of game play that provide a primary source of interactivity and structure how videogames proceed. Many kinds of game mechanics have been generated. Some provide fun or enjoyment, others may provide excitement or even suspense (i.e., emotional aspects of game play), whereas some are guided by principles of behavior change theory. Game mechanics that succeed in off-the-shelf entertainment videogames, however, may not work in serious games, such as games for health (G4H). Although game mechanics are key to a serious videogame's success, maintaining a balance between the serious intent of the game while keeping it fun, there has been little attention to game mechanics in the academic G4H literature. Several eminent games for health developers (academics and nonacademics) were asked to share their experiences in regard to game mechanics in the serious videogames they have developed.
Markham, Francis; Doran, Bruce; Young, Martin
2016-08-01
An emerging body of research has documented an association between problem gambling and domestic violence in a range of study populations and locations. Yet little research has analysed this relationship at ecological scales. This study investigates the proposition that gambling accessibility and the incidence of domestic violence might be linked. The association between police-recorded domestic violence and electronic gaming machine accessibility is described at the postcode level. Police recorded family incidents per 10,000 and domestic-violence related physical assault offenses per 10,000 were used as outcome variables. Electronic gaming machine accessibility was measured as electronic gaming machines per 10,000 and gambling venues per 100,000. Bayesian spatio-temporal mixed-effects models were used to estimate the associations between gambling accessibility and domestic violence, using annual postcode-level data in Victoria, Australia between 2005 and 2014, adjusting for a range of covariates. Significant associations of policy-relevant magnitudes were found between all domestic violence and EGM accessibility variables. Postcodes with no electronic gaming machines were associated with 20% (95% credibility interval [C.I.]: 15%, 24%) fewer family incidents per 10,000 and 30% (95% C.I.: 24%, 35%) fewer domestic-violence assaults per 10,000, when compared with postcodes with 75 electronic gaming machine per 10,000. The causal relations underlying these associations are unclear. Quasi-experimental research is required to determine if reducing gambling accessibility is likely to reduce the incidence of domestic violence. Copyright © 2016 Elsevier Ltd. All rights reserved.
Doing a Monty: Who Opened the Door to This Game for Economists?
ERIC Educational Resources Information Center
Round, David K.
2007-01-01
The Monty Hall three-door, "Let's Make a Deal" game, named after the 1970s television show, is used widely in economics, econometrics, statistics, and game-theory-based teaching, as well as in many other disciplines. Its solutions and underlying assumptions arouse great passion and argument, in both the academic and popular press. Most economists…
ERIC Educational Resources Information Center
O'Brien, Eileen; Foley, Lara
1999-01-01
Describes the "Dating Game," an exercise for use in marriage and family courses that enables students to learn about the theories of mate selection by simulating random mating. States that the dating game helps make mate selection concepts relevant to the students' lives. Discusses the students' reaction to the exercise. (CMK)
Computer Assisted Instruction: The Game "Le Choc des Multinationales."
ERIC Educational Resources Information Center
Cramer, Hazel
"Le Choc de Multinationales" is a microcomputer game for students in an upper-level commercial French couse, to be played by two opponents, one of whom may be another student or the computer itself as a direct business competitor. The game's requirements for language use and knowledge of business and economics theory and principles are moderate,…
Games as Artistic Medium: Interfacing Complexity Theory in Game-Based Art Pedagogy
ERIC Educational Resources Information Center
Patton, Ryan Matthew
2011-01-01
Having computer skills, let alone access to a personal computer, has become a necessary component of contemporary Western society and many parts of the world. Digital media literacy involves youth being able to view, participate in, and make creative works with technologies in personal and meaningful ways. Games, defined in this study as…
Come on Down ... The Prize Is Right in Your Classroom
ERIC Educational Resources Information Center
Butterworth, William T.; Coe, Paul R.
2004-01-01
"The Price is Right" ("TPIR") is a rich source of examples of applied probability, combinatorics, and game theory. While some of the games played on stage by individual contestants stress a knowledge of pricing, many are also heavily based on probability. "TPIR" stage games are a treasury of interesting modules that can be effective learning tools…
The Benefits of Game Use in a Signal Processing Graduate Class
2012-05-01
advantages to using games in the classroom has been well doc- umented throughout the years and their use is supported by a range of learning theories [7], [8...TITLE AND SUBTITLE The Benefits Of Game Use In A Signal Processing Graduate Class 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER
NASA Astrophysics Data System (ADS)
Leith, Alex P.; Ratan, Rabindra A.; Wohn, Donghee Yvette
2016-08-01
Given the diversity and complexity of education game mechanisms and topics, this article contributes to a theoretical understanding of how game mechanisms "map" to educational topics through inquiry-based learning. Namely, the article examines the presence of evolution through natural selection (ENS) in digital games. ENS is a fundamentally important and widely misunderstood theory. This analysis of ENS portrayal in digital games provides insight into the use of games in teaching ENS. Systematic database search results were coded for the three principles of ENS: phenotypic variation, differential fitness, and fitness heritability. Though thousands of games use the term evolution, few presented elements of evolution, and even fewer contained all principles of ENS. Games developed to specifically teach evolution were difficult to find through Web searches. These overall deficiencies in ENS games reflect the inherent incompatibility between game control elements and the automatic process of ENS.
Multi-objective Optimization Strategies Using Adjoint Method and Game Theory in Aerodynamics
NASA Astrophysics Data System (ADS)
Tang, Zhili
2006-08-01
There are currently three different game strategies originated in economics: (1) Cooperative games (Pareto front), (2) Competitive games (Nash game) and (3) Hierarchical games (Stackelberg game). Each game achieves different equilibria with different performance, and their players play different roles in the games. Here, we introduced game concept into aerodynamic design, and combined it with adjoint method to solve multi-criteria aerodynamic optimization problems. The performance distinction of the equilibria of these three game strategies was investigated by numerical experiments. We computed Pareto front, Nash and Stackelberg equilibria of the same optimization problem with two conflicting and hierarchical targets under different parameterizations by using the deterministic optimization method. The numerical results show clearly that all the equilibria solutions are inferior to the Pareto front. Non-dominated Pareto front solutions are obtained, however the CPU cost to capture a set of solutions makes the Pareto front an expensive tool to the designer.
Team reasoning: Solving the puzzle of coordination.
Colman, Andrew M; Gold, Natalie
2017-11-03
In many everyday activities, individuals have a common interest in coordinating their actions. Orthodox game theory cannot explain such intuitively obvious forms of coordination as the selection of an outcome that is best for all in a common-interest game. Theories of team reasoning provide a convincing solution by proposing that people are sometimes motivated to maximize the collective payoff of a group and that they adopt a distinctive mode of reasoning from preferences to decisions. This also offers a compelling explanation of cooperation in social dilemmas. A review of team reasoning and related theories suggests how team reasoning could be incorporated into psychological theories of group identification and social value orientation theory to provide a deeper understanding of these phenomena.
NASA Astrophysics Data System (ADS)
Ma, Zhanshan (Sam)
In evolutionary computing (EC), population size is one of the critical parameters that a researcher has to deal with. Hence, it was no surprise that the pioneers of EC, such as De Jong (1975) and Holland (1975), had already studied the population sizing from the very beginning of EC. What is perhaps surprising is that more than three decades later, we still largely depend on the experience or ad-hoc trial-and-error approach to set the population size. For example, in a recent monograph, Eiben and Smith (2003) indicated: "In almost all EC applications, the population size is constant and does not change during the evolutionary search." Despite enormous research on this issue in recent years, we still lack a well accepted theory for population sizing. In this paper, I propose to develop a population dynamics theory forEC with the inspiration from the population dynamics theory of biological populations in nature. Essentially, the EC population is considered as a dynamic system over time (generations) and space (search space or fitness landscape), similar to the spatial and temporal dynamics of biological populations in nature. With this conceptual mapping, I propose to 'transplant' the biological population dynamics theory to EC via three steps: (i) experimentally test the feasibility—whether or not emulating natural population dynamics improves the EC performance; (ii) comparatively study the underlying mechanisms—why there are improvements, primarily via statistical modeling analysis; (iii) conduct theoretical analysis with theoretical models such as percolation theory and extended evolutionary game theory that are generally applicable to both EC and natural populations. This article is a summary of a series of studies we have performed to achieve the general goal [27][30]-[32]. In the following, I start with an extremely brief introduction on the theory and models of natural population dynamics (Sections 1 & 2). In Sections 4 to 6, I briefly discuss three categories of population dynamics models: deterministic modeling with Logistic chaos map as an example, stochastic modeling with spatial distribution patterns as an example, as well as survival analysis and extended evolutionary game theory (EEGT) modeling. Sample experiment results with Genetic algorithms (GA) are presented to demonstrate the applications of these models. The proposed EC population dynamics approach also makes survival selection largely unnecessary or much simplified since the individuals are naturally selected (controlled) by the mathematical models for EC population dynamics.
Intensive video gaming improves encoding speed to visual short-term memory in young male adults.
Wilms, Inge L; Petersen, Anders; Vangkilde, Signe
2013-01-01
The purpose of this study was to measure the effect of action video gaming on central elements of visual attention using Bundesen's (1990) Theory of Visual Attention. To examine the cognitive impact of action video gaming, we tested basic functions of visual attention in 42 young male adults. Participants were divided into three groups depending on the amount of time spent playing action video games: non-players (<2h/month, N=12), casual players (4-8h/month, N=10), and experienced players (>15h/month, N=20). All participants were tested in three tasks which tap central functions of visual attention and short-term memory: a test based on the Theory of Visual Attention (TVA), an enumeration test and finally the Attentional Network Test (ANT). The results show that action video gaming does not seem to impact the capacity of visual short-term memory. However, playing action video games does seem to improve the encoding speed of visual information into visual short-term memory and the improvement does seem to depend on the time devoted to gaming. This suggests that intense action video gaming improves basic attentional functioning and that this improvement generalizes into other activities. The implications of these findings for cognitive rehabilitation training are discussed. Copyright © 2012 Elsevier B.V. All rights reserved.
Preschool Children Fail Primate Prosocial Game Because of Attentional Task Demands
Burkart, Judith Maria; Rueth, Katja
2013-01-01
Various nonhuman primate species have been tested with prosocial games (i.e. derivates from dictator games) in order to better understand the evolutionary origin of proactive prosociality in humans. Results of these efforts are mixed, and it is difficult to disentangle true species differences from methodological artifacts. We tested 2- to 5-year-old children with a costly and a cost-free version of a prosocial game that differ with regard to the payoff distribution and are widely used with nonhuman primates. Simultaneously, we assessed the subjects’ level of Theory of Mind understanding. Prosocial behavior was demonstrated with the prosocial game, and did not increase with more advanced Theory of Mind understanding. However, prosocial behavior could only be detected with the costly version of the game, whereas the children failed the cost-free version that is most commonly used with nonhuman primates. A detailed comparison of the children’s behavior in the two versions of the game indicates that the failure was due to higher attentional demands of the cost-free version, rather than to a lack of prosociality per se. Our results thus show (i) that subtle differences in prosociality tasks can substantially bias the outcome and thus prevent meaningful species comparisons, and (ii) that like in nonhuman primates, prosocial behavior in human children does not require advanced Theory of Mind understanding in the present context. However, both developmental and comparative psychology accumulate increasing evidence for the multidimensionality of prosocial behaviors, suggesting that different forms of prosociality are also regulated differentially. For future efforts to understand the evolutionary origin of prosociality it is thus crucial to take this heterogeneity into account. PMID:23844201
Preschool children fail primate prosocial game because of attentional task demands.
Burkart, Judith Maria; Rueth, Katja
2013-01-01
Various nonhuman primate species have been tested with prosocial games (i.e. derivates from dictator games) in order to better understand the evolutionary origin of proactive prosociality in humans. Results of these efforts are mixed, and it is difficult to disentangle true species differences from methodological artifacts. We tested 2- to 5-year-old children with a costly and a cost-free version of a prosocial game that differ with regard to the payoff distribution and are widely used with nonhuman primates. Simultaneously, we assessed the subjects' level of Theory of Mind understanding. Prosocial behavior was demonstrated with the prosocial game, and did not increase with more advanced Theory of Mind understanding. However, prosocial behavior could only be detected with the costly version of the game, whereas the children failed the cost-free version that is most commonly used with nonhuman primates. A detailed comparison of the children's behavior in the two versions of the game indicates that the failure was due to higher attentional demands of the cost-free version, rather than to a lack of prosociality per se. Our results thus show (i) that subtle differences in prosociality tasks can substantially bias the outcome and thus prevent meaningful species comparisons, and (ii) that like in nonhuman primates, prosocial behavior in human children does not require advanced Theory of Mind understanding in the present context. However, both developmental and comparative psychology accumulate increasing evidence for the multidimensionality of prosocial behaviors, suggesting that different forms of prosociality are also regulated differentially. For future efforts to understand the evolutionary origin of prosociality it is thus crucial to take this heterogeneity into account.
Randomness and arbitrary coordination in the reactive ultimatum game
NASA Astrophysics Data System (ADS)
da Silva, Roberto; Valverde, Pablo; Lamb, Luis C.
2016-07-01
Darwin's theory of evolution - as introduced in game theory by Maynard Smith - is not the only important evolutionary aspect in an evolutionary dynamics, since complex interdependencies, competition, and growth should be modeled by, for example, reactive aspects. In the ultimatum game, the reciprocity and the fifty-fifty partition seems to be a deviation from rational behavior of the players under the light of Nash equilibrium. Such equilibrium emerges, for example, from the punishment of the responder who generally tends to refuse unfair proposals. In the iterated version of the game, the proposers are able to improve their proposals by adding a value thus making fairer proposals. Such evolutionary aspects are not properly Darwinian-motivated, but they are endowed with a fundamental aspect: they reflect their actions according to value of the offers. Recently, a reactive version of the ultimatum game where acceptance occurs with fixed probability was proposed. In this paper, we aim at exploring this reactive version of the ultimatum game where the acceptance by players depends on the offer. In order to do so, we analyze two situations: (i) mean field and (ii) we consider players inserted within the networks with arbitrary coordination. We then show that the reactive aspect, here studied, thus far not analyzed in the evolutionary game theory literature can unveil an essential feature for the convergence to fifty-fifty split. Moreover we also analyze populations under four different polices ranging from a highly conservative to a moderate one, with respect to the decision in changing the proposal based on acceptances. We show that the idea of gaining less more times added to the reciprocity of the players is highly relevant to the concept of ;healthy; societies population bargaining.
Self-organizing Complex Networks: individual versus global rules
Mahmoodi, Korosh; West, Bruce J.; Grigolini, Paolo
2017-01-01
We introduce a form of Self-Organized Criticality (SOC) inspired by the new generation of evolutionary game theory, which ranges from physiology to sociology. The single individuals are the nodes of a composite network, equivalent to two interacting subnetworks, one leading to strategy choices made by the individuals under the influence of the choices of their nearest neighbors and the other measuring the Prisoner's Dilemma Game payoffs of these choices. The interaction between the two networks is established by making the imitation strength K increase or decrease according to whether the last two payoffs increase or decrease upon increasing or decreasing K. Although each of these imitation strengths is selected selfishly, and independently of the others as well, the social system spontaneously evolves toward the state of cooperation. Criticality is signaled by temporal complexity, namely the occurrence of non-Poisson renewal events, the time intervals between two consecutive crucial events being given by an inverse power law index μ = 1.3 rather than by avalanches with an inverse power law distribution as in the original form of SOC. This new phenomenon is herein labeled self-organized temporal criticality (SOTC). We compare this bottom-up self-organization process to the adoption of a global choice rule based on assigning to all the units the same value K, with the time evolution of common K being determined by consciousness of the social benefit, a top-down process implying the action of a leader. In this case self-organization is impeded by large intensity fluctuations and the global social benefit turns out to be much weaker. We conclude that the SOTC model fits the requests of a manifesto recently proposed by a number of European social scientists. PMID:28736534
"Martian Boneyards": Sustained Scientific Inquiry in a Social Digital Game
NASA Astrophysics Data System (ADS)
Asbell-Clarke, Jordis
Social digital gaming is an explosive phenomenon where youth and adults are engaged in inquiry for the sake of fun. The complexity of learning evidenced in social digital games is attracting the attention of educators. Martian Boneyards is a proof-of-concept game designed to study how a community of voluntary gamers can be enticed to engage in sustained, high-quality scientific inquiry. Science educators and game designers worked together to create an educational game with the polish and intrigue of a professional-level game, striving to attract a new audience to scientific inquiry. Martian Boneyards took place in the high-definition, massively multiplayer online environment, Blue Mars, where players spent an average of 30 hours in the game over the 4-month implementation period, with some exceeding 200 hours. Most of the players' time was spent in scientific inquiry activities and about 30% of the players' in-game interactions were in the analysis and theory-building phases of inquiry. Female players conducted most of the inquiry, in particular analysis and theory building. The quality of scientific inquiry processes, which included extensive information gathering by players, and the resulting content were judged to be very good by a team of independent scientists. This research suggests that a compelling storyline, a highly aesthetic environment, and the emergent social bonds among players and between players and the characters played by designers were all responsible for sustaining high quality inquiry among gamers in this free-choice experience. The gaming environment developed for Martian Boneyards is seen as an evolving ecosystem with interactions among design, players' activity, and players' progress.
2008-12-01
elites often possess fragile self - esteem and lack empathy. Craving adulation, they often surround themselves with sycophants, placing themselves out of...variable due to their power and influence. Elites fall into two categories: self -oriented and servant-oriented. Based on game theory analysis...transitioners favor the top- down approach, servant-oriented elites favor accepting democracy, and self -oriented elites favor rejecting democracy. Analysis
The Hidden Dimension of Strategic Planning: Explorations in the Formation of Perspectives
1991-09-01
13 2. Laws--Or Points Of Reference?.........18 B. THE HORIZONTAL LEVEL OF DECISION - MAKING . . . . 23 1. KNOWLEDGE, RATIONALITY , AND... decision - making is a horizontal level ranging from logic and rationalism to subjective emotionalism. This is the dimension of decision - making with which...the process of decision - making . The basis of game theory is the dual premises of rationality and maximization of utility.6 "It [game theory] is
Using game theory to analyze green stormwater infrastructure implementation policies
NASA Astrophysics Data System (ADS)
William, R. K.; Garg, J.; Stillwell, A. S.
2017-12-01
While green stormwater infrastructure is a useful approach in addressing multiple challenges facing the urban environment, little consensus exists on how to best incentivize its adoption by private landowners. Game theory, a field of study designed to model conflict and cooperation between two or more agents, is well-suited to address this policy question. We used a cooperative game theory framework to analyze the impacts of three different policy approaches frequently used to incentivize the uptake of green infrastructure by private landowners: municipal regulation, direct grants, and stormwater fees. The results indicate that municipal regulation leads to the greatest environmental benefits; however, the choice of "best" regulatory approach is dependent on a variety of different factors including political and financial considerations. Policy impacts are also highly dependent on agents' spatial positions within the stormwater network. This finding leads to important questions of social equity and environmental justice.
Multi-objective game-theory models for conflict analysis in reservoir watershed management.
Lee, Chih-Sheng
2012-05-01
This study focuses on the development of a multi-objective game-theory model (MOGM) for balancing economic and environmental concerns in reservoir watershed management and for assistance in decision. Game theory is used as an alternative tool for analyzing strategic interaction between economic development (land use and development) and environmental protection (water-quality protection and eutrophication control). Geographic information system is used to concisely illustrate and calculate the areas of various land use types. The MOGM methodology is illustrated in a case study of multi-objective watershed management in the Tseng-Wen reservoir, Taiwan. The innovation and advantages of MOGM can be seen in the results, which balance economic and environmental concerns in watershed management and which can be interpreted easily by decision makers. For comparison, the decision-making process using conventional multi-objective method to produce many alternatives was found to be more difficult. Copyright © 2012 Elsevier Ltd. All rights reserved.
The Price Equation, Gradient Dynamics, and Continuous Trait Game Theory.
Lehtonen, Jussi
2018-01-01
A recent article convincingly nominated the Price equation as the fundamental theorem of evolution and used it as a foundation to derive several other theorems. A major section of evolutionary theory that was not addressed is that of game theory and gradient dynamics of continuous traits with frequency-dependent fitness. Deriving fundamental results in these fields under the unifying framework of the Price equation illuminates similarities and differences between approaches and allows a simple, unified view of game-theoretical and dynamic concepts. Using Taylor polynomials and the Price equation, I derive a dynamic measure of evolutionary change, a condition for singular points, the convergence stability criterion, and an alternative interpretation of evolutionary stability. Furthermore, by applying the Price equation to a multivariable Taylor polynomial, the direct fitness approach to kin selection emerges. Finally, I compare these results to the mean gradient equation of quantitative genetics and the canonical equation of adaptive dynamics.
A Development Architecture for Serious Games Using BCI (Brain Computer Interface) Sensors
Sung, Yunsick; Cho, Kyungeun; Um, Kyhyun
2012-01-01
Games that use brainwaves via brain–computer interface (BCI) devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this paper, we present a methodology for the development of BCI serious games. We describe an architecture, authoring tools, and development process of the proposed methodology, and apply it to a game development approach for patients with mild cognitive impairment as an example. This application demonstrates that BCI serious games can be developed on the basis of expert-verified theories. PMID:23202227
A development architecture for serious games using BCI (brain computer interface) sensors.
Sung, Yunsick; Cho, Kyungeun; Um, Kyhyun
2012-11-12
Games that use brainwaves via brain-computer interface (BCI) devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this paper, we present a methodology for the development of BCI serious games. We describe an architecture, authoring tools, and development process of the proposed methodology, and apply it to a game development approach for patients with mild cognitive impairment as an example. This application demonstrates that BCI serious games can be developed on the basis of expert-verified theories.
Combinatorial games with a pass: a dynamical systems approach.
Morrison, Rebecca E; Friedman, Eric J; Landsberg, Adam S
2011-12-01
By treating combinatorial games as dynamical systems, we are able to address a longstanding open question in combinatorial game theory, namely, how the introduction of a "pass" move into a game affects its behavior. We consider two well known combinatorial games, 3-pile Nim and 3-row Chomp. In the case of Nim, we observe that the introduction of the pass dramatically alters the game's underlying structure, rendering it considerably more complex, while for Chomp, the pass move is found to have relatively minimal impact. We show how these results can be understood by recasting these games as dynamical systems describable by dynamical recursion relations. From these recursion relations, we are able to identify underlying structural connections between these "games with passes" and a recently introduced class of "generic (perturbed) games." This connection, together with a (non-rigorous) numerical stability analysis, allows one to understand and predict the effect of a pass on a game.
Internet Use and Video Gaming Predict Problem Behavior in Early Adolescence
ERIC Educational Resources Information Center
Holtz, Peter; Appel, Markus
2011-01-01
In early adolescence, the time spent using the Internet and video games is higher than in any other present-day age group. Due to age-inappropriate web and gaming content, the impact of new media use on teenagers is a matter of public and scientific concern. Based on current theories on inappropriate media use, a study was conducted that comprised…
Some Video Games Can Increase the Player's Creativity
ERIC Educational Resources Information Center
Moffat, David C.; Crombie, William; Shabalina, Olga
2017-01-01
It is said that playing video games might make people more creative. There is some evidence of an association, but no so far general theory about any psychological causes, or other key factors. In this study, we test the possibility that different sorts of video games may have different effects, on different types of creativity; or none at all.…
Game Literacy in Theory and Practice
ERIC Educational Resources Information Center
Buckingham, David; Burn, Andrew
2007-01-01
If we intend to teach through educational media, we also have to teach about those media. This article explores the implications of this perspective for the use of computer games in the classroom. It seeks to explain why and how teachers might teach about computer games as a medium in their own right, just as they teach about film or television or…
ERIC Educational Resources Information Center
Kwon, Seolim; Lara, Miguel; Enfield, Jake; Frick, Theodore
2013-01-01
Conducting an iterative usability testing, a set of prompts used as a form of instructional support was developed in order to facilitate the comprehension of the diffusion of innovations theory (Rogers, 2003) in a simulation game called the Diffusion Simulation Game (DSG) (Molenda & Rice, 1979). The six subjects who participated in the study…
ERIC Educational Resources Information Center
Sajjadi, Pejman; Vlieghe, Joachim; De Troyer, Olga
2017-01-01
A large body of research work demonstrates the importance and effectiveness of adapting a learning game to its players. This process is driven by understanding the differences between individuals in terms of abilities and preferences. One of the rather interesting but least explored approaches for understanding individual differences among…
Quantum-mechanical machinery for rational decision-making in classical guessing game
NASA Astrophysics Data System (ADS)
Bang, Jeongho; Ryu, Junghee; Pawłowski, Marcin; Ham, Byoung S.; Lee, Jinhyoung
2016-02-01
In quantum game theory, one of the most intriguing and important questions is, “Is it possible to get quantum advantages without any modification of the classical game?” The answer to this question so far has largely been negative. So far, it has usually been thought that a change of the classical game setting appears to be unavoidable for getting the quantum advantages. However, we give an affirmative answer here, focusing on the decision-making process (we call ‘reasoning’) to generate the best strategy, which may occur internally, e.g., in the player’s brain. To show this, we consider a classical guessing game. We then define a one-player reasoning problem in the context of the decision-making theory, where the machinery processes are designed to simulate classical and quantum reasoning. In such settings, we present a scenario where a rational player is able to make better use of his/her weak preferences due to quantum reasoning, without any altering or resetting of the classically defined game. We also argue in further analysis that the quantum reasoning may make the player fail, and even make the situation worse, due to any inappropriate preferences.
Game-XP: Action Games as Experimental Paradigms for Cognitive Science.
Gray, Wayne D
2017-04-01
Why games? How could anyone consider action games an experimental paradigm for Cognitive Science? In 1973, as one of three strategies he proposed for advancing Cognitive Science, Allen Newell exhorted us to "accept a single complex task and do all of it." More specifically, he told us that rather than taking an "experimental psychology as usual approach," we should "focus on a series of experimental and theoretical studies around a single complex task" so as to demonstrate that our theories of human cognition were powerful enough to explain "a genuine slab of human behavior" with the studies fitting into a detailed theoretical picture. Action games represent the type of experimental paradigm that Newell was advocating and the current state of programming expertise and laboratory equipment, along with the emergence of Big Data and naturally occurring datasets, provide the technologies and data needed to realize his vision. Action games enable us to escape from our field's regrettable focus on novice performance to develop theories that account for the full range of expertise through a twin focus on expertise sampling (across individuals) and longitudinal studies (within individuals) of simple and complex tasks. Copyright © 2017 Cognitive Science Society, Inc.
Quantum-mechanical machinery for rational decision-making in classical guessing game
Bang, Jeongho; Ryu, Junghee; Pawłowski, Marcin; Ham, Byoung S.; Lee, Jinhyoung
2016-01-01
In quantum game theory, one of the most intriguing and important questions is, “Is it possible to get quantum advantages without any modification of the classical game?” The answer to this question so far has largely been negative. So far, it has usually been thought that a change of the classical game setting appears to be unavoidable for getting the quantum advantages. However, we give an affirmative answer here, focusing on the decision-making process (we call ‘reasoning’) to generate the best strategy, which may occur internally, e.g., in the player’s brain. To show this, we consider a classical guessing game. We then define a one-player reasoning problem in the context of the decision-making theory, where the machinery processes are designed to simulate classical and quantum reasoning. In such settings, we present a scenario where a rational player is able to make better use of his/her weak preferences due to quantum reasoning, without any altering or resetting of the classically defined game. We also argue in further analysis that the quantum reasoning may make the player fail, and even make the situation worse, due to any inappropriate preferences. PMID:26875685
Quantum-mechanical machinery for rational decision-making in classical guessing game.
Bang, Jeongho; Ryu, Junghee; Pawłowski, Marcin; Ham, Byoung S; Lee, Jinhyoung
2016-02-15
In quantum game theory, one of the most intriguing and important questions is, "Is it possible to get quantum advantages without any modification of the classical game?" The answer to this question so far has largely been negative. So far, it has usually been thought that a change of the classical game setting appears to be unavoidable for getting the quantum advantages. However, we give an affirmative answer here, focusing on the decision-making process (we call 'reasoning') to generate the best strategy, which may occur internally, e.g., in the player's brain. To show this, we consider a classical guessing game. We then define a one-player reasoning problem in the context of the decision-making theory, where the machinery processes are designed to simulate classical and quantum reasoning. In such settings, we present a scenario where a rational player is able to make better use of his/her weak preferences due to quantum reasoning, without any altering or resetting of the classically defined game. We also argue in further analysis that the quantum reasoning may make the player fail, and even make the situation worse, due to any inappropriate preferences.
Survey on nonlocal games and operator space theory
DOE Office of Scientific and Technical Information (OSTI.GOV)
Palazuelos, Carlos, E-mail: cpalazue@mat.ucm.es; Vidick, Thomas, E-mail: vidick@cms.caltech.edu
This review article is concerned with a recently uncovered connection between operator spaces, a noncommutative extension of Banach spaces, and quantum nonlocality, a striking phenomenon which underlies many of the applications of quantum mechanics to information theory, cryptography, and algorithms. Using the framework of nonlocal games, we relate measures of the nonlocality of quantum mechanics to certain norms in the Banach and operator space categories. We survey recent results that exploit this connection to derive large violations of Bell inequalities, study the complexity of the classical and quantum values of games and their relation to Grothendieck inequalities, and quantify themore » nonlocality of different classes of entangled states.« less
Game theory-based visual tracking approach focusing on color and texture features.
Jin, Zefenfen; Hou, Zhiqiang; Yu, Wangsheng; Chen, Chuanhua; Wang, Xin
2017-07-20
It is difficult for a single-feature tracking algorithm to achieve strong robustness under a complex environment. To solve this problem, we proposed a multifeature fusion tracking algorithm that is based on game theory. By focusing on color and texture features as two gamers, this algorithm accomplishes tracking by using a mean shift iterative formula to search for the Nash equilibrium of the game. The contribution of different features is always keeping the state of optical balance, so that the algorithm can fully take advantage of feature fusion. According to the experiment results, this algorithm proves to possess good performance, especially under the condition of scene variation, target occlusion, and similar interference.
Nonmetric test of the minimax theory of two-person zerosum games.
O'Neill, B
1987-01-01
As an experimental test of the minimax theory for two-person zerosum games, subjects played a game that was especially easy for them to understand and whose minimax-prescribed solution did not depend on quantitative assumptions about their utilities for money. Players' average relative frequencies for the moves and their proportions of wins were almost exactly as predicted by minimax, but subject-to-subject variability was too high. These results suggest that people can deviate somewhat from minimax play since their opponents have limited information-processing ability and are imperfect record keepers, but they do not stray so far that the difference will be noticed and their own payoffs will be diminished. PMID:3470781
Evacuation simulation with consideration of obstacle removal and using game theory
NASA Astrophysics Data System (ADS)
Lin, Guan-Wen; Wong, Sai-Keung
2018-06-01
In this paper, we integrate a cellular automaton model with game theory to simulate crowd evacuation from a room with consideration of obstacle removal. The room has one or more exits, one of which is blocked by obstacles. The obstacles at the exit can be removed by volunteers. We investigate the cooperative and defective behaviors of pedestrians during evacuation. The yielder game and volunteer's dilemma game are employed to resolve interpedestrian conflict. An anticipation floor field is proposed to guide the pedestrians to avoid obstacles that are being removed. We conducted experiments to determine how a variety of conditions affect overall crowd evacuation and volunteer evacuation times. The conditions were the start time of obstacle removal, number of obstacles, placement of obstacles, time spent in obstacle removal, strength of the anticipation floor field, and obstacle visibility distance. We demonstrate how reciprocity can be achieved among pedestrians and increases the efficiency of the entire evacuation process.
Evolutionary dynamics with fluctuating population sizes and strong mutualism.
Chotibut, Thiparat; Nelson, David R
2015-08-01
Game theory ideas provide a useful framework for studying evolutionary dynamics in a well-mixed environment. This approach, however, typically enforces a strictly fixed overall population size, deemphasizing natural growth processes. We study a competitive Lotka-Volterra model, with number fluctuations, that accounts for natural population growth and encompasses interaction scenarios typical of evolutionary games. We show that, in an appropriate limit, the model describes standard evolutionary games with both genetic drift and overall population size fluctuations. However, there are also regimes where a varying population size can strongly influence the evolutionary dynamics. We focus on the strong mutualism scenario and demonstrate that standard evolutionary game theory fails to describe our simulation results. We then analytically and numerically determine fixation probabilities as well as mean fixation times using matched asymptotic expansions, taking into account the population size degree of freedom. These results elucidate the interplay between population dynamics and evolutionary dynamics in well-mixed systems.
Evolutionary dynamics with fluctuating population sizes and strong mutualism
NASA Astrophysics Data System (ADS)
Chotibut, Thiparat; Nelson, David R.
2015-08-01
Game theory ideas provide a useful framework for studying evolutionary dynamics in a well-mixed environment. This approach, however, typically enforces a strictly fixed overall population size, deemphasizing natural growth processes. We study a competitive Lotka-Volterra model, with number fluctuations, that accounts for natural population growth and encompasses interaction scenarios typical of evolutionary games. We show that, in an appropriate limit, the model describes standard evolutionary games with both genetic drift and overall population size fluctuations. However, there are also regimes where a varying population size can strongly influence the evolutionary dynamics. We focus on the strong mutualism scenario and demonstrate that standard evolutionary game theory fails to describe our simulation results. We then analytically and numerically determine fixation probabilities as well as mean fixation times using matched asymptotic expansions, taking into account the population size degree of freedom. These results elucidate the interplay between population dynamics and evolutionary dynamics in well-mixed systems.
Liao, David; Tlsty, Thea D
2014-08-06
Failure to understand evolutionary dynamics has been hypothesized as limiting our ability to control biological systems. An increasing awareness of similarities between macroscopic ecosystems and cellular tissues has inspired optimism that game theory will provide insights into the progression and control of cancer. To realize this potential, the ability to compare game theoretic models and experimental measurements of population dynamics should be broadly disseminated. In this tutorial, we present an analysis method that can be used to train parameters in game theoretic dynamics equations, used to validate the resulting equations, and used to make predictions to challenge these equations and to design treatment strategies. The data analysis techniques in this tutorial are adapted from the analysis of reaction kinetics using the method of initial rates taught in undergraduate general chemistry courses. Reliance on computer programming is avoided to encourage the adoption of these methods as routine bench activities.
Stability of Mixed-Strategy-Based Iterative Logit Quantal Response Dynamics in Game Theory
Zhuang, Qian; Di, Zengru; Wu, Jinshan
2014-01-01
Using the Logit quantal response form as the response function in each step, the original definition of static quantal response equilibrium (QRE) is extended into an iterative evolution process. QREs remain as the fixed points of the dynamic process. However, depending on whether such fixed points are the long-term solutions of the dynamic process, they can be classified into stable (SQREs) and unstable (USQREs) equilibriums. This extension resembles the extension from static Nash equilibriums (NEs) to evolutionary stable solutions in the framework of evolutionary game theory. The relation between SQREs and other solution concepts of games, including NEs and QREs, is discussed. Using experimental data from other published papers, we perform a preliminary comparison between SQREs, NEs, QREs and the observed behavioral outcomes of those experiments. For certain games, we determine that SQREs have better predictive power than QREs and NEs. PMID:25157502
Methods Used in Game Development to Foster FLOW
NASA Technical Reports Server (NTRS)
Jeppsen, Isaac Ben
2010-01-01
Games designed for entertainment have a rich history of providing compelling experiences. From consoles to PCs, games have managed to present intuitive and effective interfaces for a wide range of game styles to successfully allow users to "walk-up-and-play". Once a user is hooked, successful games artfully present challenging experiences just within reach of a user's ability, weaving each task and achievement into a compelling and engaging experience. In this paper, engagement is discussed in terms of the psychological theory of Flow. I argue that engagement should be one of the primary goals when developing a serious game and I discuss the best practices and techniques that have emerged from traditional video game development which help foster the creation of engaging, high Flow experiences.
Algorithms for Differential Games with Bounded Control and States.
1982-03-01
D-R124 642 ALGORITHMS FOR DIFFERENTIAL GAMES WI1TH BOUNDED CONTROL 1/2 AND STATES(U) CALIFORNIA UNIV LOS ANGELES SCHOOL OF ENGINEERING AND APPLIED...RECIPILNT’S CATALOG NUMBER None ~_________ TITLE (end Subtitle) S. TYPE OF REPORT P ERIOD COVERED ALGORITHMS FOR DIFFERENTIAL GAMES WITH Final, 11/29/79-11/28...problems are probably the most natural application of differential game theory and have been treated by many authors as such. Very few problems of this
Quantum-like dynamics of decision-making in prisoner's dilemma game
NASA Astrophysics Data System (ADS)
Asano, Masanari; Basieva, Irina; Khrennikov, Andrei; Ohya, Masanori; Tanaka, Yoshiharu
2012-03-01
In cognitive psychology, some experiments of games were reported [1, 2, 3, 4], and these demonstrated that real players did not use the "rational strategy" provided by classical game theory. To discuss probabilities of such "irrational choice", recently, we proposed a decision-making model which is based on the formalism of quantum mechanics [5, 6, 7, 8]. In this paper, we briefly explain the above model and calculate the probability of irrational choice in several prisoner's dilemma (PD) games.
On a numerical solving of random generated hexamatrix games
NASA Astrophysics Data System (ADS)
Orlov, Andrei; Strekalovskiy, Alexander
2016-10-01
In this paper, we develop a global search method for finding a Nash equilibrium in a hexamatrix game (polymatrix game of three players). The method, on the one hand, is based on the equivalence theorem of the problem of finding a Nash equilibrium in the game and a special mathematical optimization problem, and, on the other hand, on the usage of Global Search Theory for solving the latter problem. The efficiency of this approach is demonstrated by the results of computational testing.
Nonlinear Signal Processing and Team Differential Games.
1986-03-01
w can be viewed as a control variable belonging to a mythical mini- mizing third party, such that (33) is a Nash strategy. It can be shown that the...Morgenstern [2] the discrete game analysis embodied most of the prin- ciples of the game theory yet recognized as important. But it is not until the...more common variety. Nor can it be treated as a second phase of a bargaining game with coalitions already formed, such as studied by Von Netman and
ERIC Educational Resources Information Center
Folkestad, James E.; McKernan, Brian; Train, Stephanie; Martey, Rosa Mikeal; Rhodes, Matthew G.; Kenski, Kate; Shaw, Adrienne; Stromer-Galley, Jennifer; Clegg, Benjamin A.; Strzalkowski, Tomek
2018-01-01
The engaging nature of video games has intrigued learning professionals attempting to capture and retain learners' attention. Designing learning interventions that not only capture the learner's attention, but also are designed around the natural cycle of attention will be vital for learning. This paper introduces the temporal attentive…
Evaluation of the MIND Research Institute's Spatial-Temporal Math (ST Math) Program in California
ERIC Educational Resources Information Center
Wendt, Staci; Rice, John; Nakamoto, Jonathan
2014-01-01
The MIND Research Institute contracted with the Evaluation Research Program at WestEd to conduct an independent assessment of mathematics outcomes in elementary school grades across California that were provided with the ST Math program. Spatial-Temporal (ST) Math is a game-based instructional software designed to boost K-5 and secondary-level…
NASA Astrophysics Data System (ADS)
Chen, Xiaojie
2015-09-01
The puzzle of cooperation exists widely in the realistic world, including biological, social, and engineering systems. How to solve the cooperation puzzle has received considerable attention in recent years [1]. Evolutionary game theory provides a common mathematical framework to study the problem of cooperation. In principle, these practical biological, social, or engineering systems can be described by complex game models composed of multiple autonomous individuals with mutual interactions. And generally there exists a dilemma for the evolution of cooperation in the game systems.
Evidence Combination From an Evolutionary Game Theory Perspective
Deng, Xinyang; Han, Deqiang; Dezert, Jean; Deng, Yong; Shyr, Yu
2017-01-01
Dempster-Shafer evidence theory is a primary methodology for multi-source information fusion because it is good at dealing with uncertain information. This theory provides a Dempster’s rule of combination to synthesize multiple evidences from various information sources. However, in some cases, counter-intuitive results may be obtained based on that combination rule. Numerous new or improved methods have been proposed to suppress these counter-intuitive results based on perspectives, such as minimizing the information loss or deviation. Inspired by evolutionary game theory, this paper considers a biological and evolutionary perspective to study the combination of evidences. An evolutionary combination rule (ECR) is proposed to help find the most biologically supported proposition in a multi-evidence system. Within the proposed ECR, we develop a Jaccard matrix game (JMG) to formalize the interaction between propositions in evidences, and utilize the replicator dynamics to mimick the evolution of propositions. Experimental results show that the proposed ECR can effectively suppress the counter-intuitive behaviors appeared in typical paradoxes of evidence theory, compared with many existing methods. Properties of the ECR, such as solution’s stability and convergence, have been mathematically proved as well. PMID:26285231
In Pursuit of Change: Youth Response to Intensive Goal Setting Embedded in a Serious Video Game
Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Juliano, Melissa; Frazior, McKee; Wilsdon, Jon; Jago, Russell
2007-01-01
Background Type 2 diabetes has increased in prevalence among youth, paralleling the increase in pediatric obesity. Helping youth achieve energy balance by changing diet and physical activity behaviors should decrease the risk for type 2 diabetes and obesity. Goal setting and goal review are critical components of behavior change. Theory-informed video games that emphasize development and refinement of goal setting and goal review skills provide a method for achieving energy balance in an informative, entertaining format. This article reports alpha-testing results of early versions of theory-informed goal setting and reviews components of two diabetes and obesity prevention video games for preadolescents. Method Two episodes each of two video games were alpha tested with 9- to 11-year-old youth from multiple ethnic groups. Alpha testing included observed game play followed by a scripted interview. The staff was trained in observation and interview techniques prior to data collection. Results Although some difficulties were encountered, alpha testers generally understood goal setting and review components and comprehended they were setting personal goals. Although goal setting and review involved multiple steps, youth were generally able to complete them quickly, with minimal difficulty. Few technical issues arose; however, several usability and comprehension problems were identified. Conclusions Theory-informed video games may be an effective medium for promoting youth diabetes and obesity prevention. Alpha testing helps identify problems likely to have a negative effect on functionality, usability, and comprehension during development, thereby providing an opportunity to correct these issues prior to final production. PMID:19885165
2011-06-01
there a free-market economist in the House?, American Journal of Economics and Sociology, 66(2): 309-334. Jasny, B. R., Zahn, L.M., & Marshall, E...1 The Mathematics of Aggregation, Interdependence, Organizations and Systems of Nash equilibria (NE): A replacement for Game Theory...level data to group, organization and systems levels, making it one of social science’s biggest challenges, if not the most important (Giles, 2011). For
1988-12-01
the effects of two formal training methods in the retail sales arena was reported by Ivancevich and Smith (1981). The methods involved (a) role...now established and that his work has extended the theory. Oligopoly theory also was the focus of the work reported by Lyons (1982). Oligopoly refers...benefit for the group while providing a fair share for each group member. Lyons described a computer-based game designed primarily for management
2008-09-01
bijvoorbeeld de toekomstige uitzendgebieden in zich heeft. De praktijk gaat hierbij vooraf aan de theorie , de benodigde theoretische kennis wordt niet vooraf...rapportnummer TNO-DV 2008 A340 Opdrachtnummer Datum September 2008 Auteur (s) dr. A.H. van der Hulst ir. T.J. Muller maj C.L. Roos Rubricering rapport...Oriented Training toegepast. Dit betekent in essentie dat de leerlingen vanaf dag een, integrale missies uitvoeren en niet eerst de theorie wordt
The Nash equilibrium: A perspective
Holt, Charles A.; Roth, Alvin E.
2004-01-01
In 1950, John Nash contributed a remarkable one-page PNAS article that defined and characterized a notion of equilibrium for n- person games. This notion, now called the “Nash equilibrium,” has been widely applied and adapted in economics and other behavioral sciences. Indeed, game theory, with the Nash equilibrium as its centerpiece, is becoming the most prominent unifying theory of social science. In this perspective, we summarize the historical context and subsequent impact of Nash's contribution. PMID:15024100
Agee, Mark D; Gates, Zane
2013-02-01
Game theory is useful for identifying conditions under which individual stakeholders in a collective action problem interact in ways that are more cooperative and in the best interest of the collective. The literature applying game theory to healthcare markets predicts that when providers set prices for services autonomously and in a noncooperative fashion, the market will be susceptible to ongoing price inflation. We compare the traditional fee-for-service pricing framework with an alternative framework involving modified doctor, hospital and insurer pricing and incentive strategies. While the fee-for-service framework generally allows providers to set prices autonomously, the alternative framework constrains providers to interact more cooperatively. We use community-level provider and insurer data to compare provider and insurer costs and patient wellness under the traditional and modified pricing frameworks. The alternative pricing framework assumes (i) providers agree to manage all outpatient claims; (ii) the insurer agrees to manage all inpatient clams; and (iii) insurance premiums are tied to patients' healthy behaviours. Consistent with game theory predictions, the more cooperative alternative pricing framework benefits all parties by producing substantially lower administrative costs along with higher profit margins for the providers and the insurer. With insurance premiums tied to consumers' risk-reducing behaviours, the cost of insurance likewise decreases for both the consumer and the insurer.
On the rationality of cycling in the Theory of Moves framework
NASA Astrophysics Data System (ADS)
Olsen, Jolie; Sen, Sandip
2014-04-01
Theory of Moves (TOM) is a novel approach to game theory for determining rational strategies during the play of dynamic games [Brams, S J. (1994). Theory of moves. Cambridge, UK: Cambridge University Press]. While alternate models such as normal form games exist, players of these games are limited to single shot interactions with each other, but within TOM, sequences of moves and counter moves are allowed. As a consequence of this framework potential cyclic behaviour may arise. Unfortunately, standard TOM framework suggests that players do not move from the initial state if the possibility of cyclic behaviour is detected. However, in a plethora of real life scenarios, cycling can benefit a player over time. We first extend the TOM framework by allowing players to choose how much time to stay in each state while specifying time limits for moves. This generalisation allows for cycling behaviour in addition to normal, acyclic TOM play. We present additional rationality rules to handle the choice of move time and cyclic play and identify conditions for the existence of solutions that involve cycles. Moreover, if solutions do exist, equilibrium are determined so a player can predict the rational outcome upon engaging a cycle. A variety of time constraints on move times are investigated and the effects of these contrasts on the solution space and equilibrium are analysed.
Intuition and deliberation: two systems for strategizing in the brain.
Kuo, Wen-Jui; Sjöström, Tomas; Chen, Yu-Ping; Wang, Yen-Hsiang; Huang, Chen-Ying
2009-04-24
Dual-process theories distinguish between intuition (fast and emotional) and reasoning (slow and controlled) as a basis for human decision-making. We contrast dominance-solvable games, which can be solved by step-by-step deliberative reasoning, with pure coordination games, which must be solved intuitively. Using functional magnetic resonance imaging, we found that the middle frontal gyrus, the inferior parietal lobule, and the precuneus were more active in dominance-solvable games than in coordination games. The insula and anterior cingulate cortex showed the opposite pattern. Moreover, precuneus activity correlates positively with how "effortful" a dominance-solvable game is, whereas insula activity correlates positively with how "effortless" a coordination game is.
NASA Astrophysics Data System (ADS)
Lookadoo, Kathryn L.; Bostwick, Eryn N.; Ralston, Ryan; Elizondo, Francisco Javier; Wilson, Scott; Shaw, Tarren J.; Jensen, Matthew L.
2017-12-01
This study examined the role of formative and summative assessment in instructional video games on student learning and engagement. A 2 (formative feedback: present vs absent) × 2 (summative feedback: present vs absent) factorial design with an offset control (recorded lecture) was conducted to explore the impacts of assessment in video games. A total of 172 undergraduates were randomly assigned to one of four instructional video game conditions or the control. Results found that knowledge significantly increased from the pretest for players in all game conditions. Participants in summative assessment conditions learned more than players without summative assessment. In terms of engagement outcomes, formative assessment conditions did not significantly produce better learning engagement outcomes than conditions without formative assessment. However, summative assessment conditions were associated with higher temporal disassociation than non-summative conditions. Implications for future instructional video game development and testing are discussed in the paper.
NASA Astrophysics Data System (ADS)
Shi, Junchao; Zhang, Xudong; Liu, Ying; Chen, Qi
2017-03-01
In their interesting article [1] Wang et al. proposed a mathematical model based on evolutionary game theory [2] to tackle the fundamental question in embryo development, that how sperm and egg interact with each other, through epigenetic processes, to form a zygote and direct successful embryo development. This work is based on the premise that epigenetic reprogramming (referring to the erasure and reconstruction of epigenetic marks, such as DNA methylation and histone modifications) after fertilization might be of paramount importance to maintain the normal development of embryos, a premise we fully agree, given the compelling experimental evidence reported [3]. Wang et al. have specifically chosen to employ the well-studied DNA methylation reprogramming process during mammalian early embryo development, as a basis to develop their mathematical model, namely epigenetic game theory (epiGame). They concluded that the DNA methylation pattern in mammalian early embryo could be formulated and quantified, and their model can be further used to quantify the interactions, such as competition and/or cooperation of expressed genes that maximize the fitness of embryos. The efforts by Wang et al. in quantitatively and systematically analyzing the beginning of life apparently hold value and represent a novel direction for future embryo development research from both theoretical and experimental biologists. On the other hand, we see their theory still at its infancy, because there are plenty more parameters to consider and there are spaces for debates, such as the cases of haploid embryo development [4]. Here, we briefly comment on the dynamic process of epigenetic reprogramming that goes beyond DNA methylation, a dynamic interplay that involves histone modifications, non-coding RNAs, transposable elements et al., as well as the potential input of the various types of 'hereditary' epigenetic information in the gametes - a game that has started before the fertilization.
Plant extractivism in light of game theory: a case study in northeastern Brazil.
Silva, Rafael Rv; Gomes, Laura Jane; Albuquerque, Ulysses Paulino
2015-02-23
Game theory enables the predictive study of the behavior of agents that recognize the mutual interdependence of their decisions and act rationally and strategically to maximize their own gains. In this paper, the extractivism of pequi (Caryocar coriaceum Wittm.) and fava d'anta (Dimorphandra gardneriana Tul.) in an area of common use of the semiarid region of northeastern Brazil is described as a model to illustrate a practical application of game theory in the interpretation of the phenomena analyzed in ethnobiological research. Field research was conducted in the Araripe-Apodi National Forest. Semi-structured interviews were conducted with 55 informants recognized as knowledgeable and experienced in the extractivism of pequi and fava d'anta in the region. In the interviews, information that could contribute to the identification and understanding of the focal points of extractivism in the region was surveyed. Data were analyzed under an analytical/descriptive approach using the "content analysis" technique. There was a logic of competitive entrepreneurship around the commercial extractivism of pequi and fava d'anta in the region. Among the extractivists of pequi, one of the main collection rules refers to the prohibition of removing immature fruits by using sticks or shaking the branches. In the extractivism of fava d'anta, no specific rules have been established by collectors, but there is a predominant behavior of withdrawing all available fruits (pods) on a tree in a single visit. In an analysis guided by game theory, the collection decisions adopted by extractivists to maximize gain from the activity can be considered justifiable from the standpoint of economic rationality. The "game of extractivism" of pequi and fava d'anta operates under conditions similar to the "tragedy of the commons." In this game, the non-cooperative solution is converted to the Nash equilibrium. The approach used in this study contributed to the identification of strategies and solutions to problems arising from the extractivism of pequi and fava d'anta.
DeLorenzo, Christine; Papademetris, Xenophon; Staib, Lawrence H.; Vives, Kenneth P.; Spencer, Dennis D.; Duncan, James S.
2010-01-01
During neurosurgery, nonrigid brain deformation prevents preoperatively-acquired images from accurately depicting the intraoperative brain. Stereo vision systems can be used to track intraoperative cortical surface deformation and update preoperative brain images in conjunction with a biomechanical model. However, these stereo systems are often plagued with calibration error, which can corrupt the deformation estimation. In order to decouple the effects of camera calibration from the surface deformation estimation, a framework that can solve for disparate and often competing variables is needed. Game theory, which was developed to handle decision making in this type of competitive environment, has been applied to various fields from economics to biology. In this paper, game theory is applied to cortical surface tracking during neocortical epilepsy surgery and used to infer information about the physical processes of brain surface deformation and image acquisition. The method is successfully applied to eight in vivo cases, resulting in an 81% decrease in mean surface displacement error. This includes a case in which some of the initial camera calibration parameters had errors of 70%. Additionally, the advantages of using a game theoretic approach in neocortical epilepsy surgery are clearly demonstrated in its robustness to initial conditions. PMID:20129844
Review: Game theory of public goods in one-shot social dilemmas without assortment.
Archetti, Marco; Scheuring, István
2012-04-21
We review the theory of public goods in biology. In the N-person prisoner's dilemma, where the public good is a linear function of the individual contributions, cooperation requires some form of assortment, for example due to kin discrimination, population viscosity or repeated interactions. In most social species ranging from bacteria to humans, however, public goods are usually a non-linear function of the contributions, which makes cooperation possible without assortment. More specifically, a polymorphic state can be stable in which cooperators and non-cooperators coexist. The existence of mixed equilibria in public goods games is a fundamental result in the study of cooperation that has been overlooked so far, because of the disproportionate attention given to the two- and N-person prisoner's dilemma. Methods and results from games with pairwise interactions or linear benefits cannot, in general, be extended to the analysis of public goods. Game theory helps explain the production of public goods in one-shot, N-person interactions without assortment, it leads to predictions that can be easily tested and allows a prescriptive approach to cooperation. Copyright © 2011 Elsevier Ltd. All rights reserved.
Muhammed, Dalhatu; Anisi, Mohammad Hossein; Vargas-Rosales, Cesar; Khan, Anwar
2018-01-01
Exploring and monitoring the underwater world using underwater sensors is drawing a lot of attention these days. In this field cooperation between acoustic sensor nodes has been a critical problem due to the challenging features such as acoustic channel failure (sound signal), long propagation delay of acoustic signal, limited bandwidth and loss of connectivity. There are several proposed methods to improve cooperation between the nodes by incorporating information/game theory in the node’s cooperation. However, there is a need to classify the existing works and demonstrate their performance in addressing the cooperation issue. In this paper, we have conducted a review to investigate various factors affecting cooperation in underwater acoustic sensor networks. We study various cooperation techniques used for underwater acoustic sensor networks from different perspectives, with a concentration on communication reliability, energy consumption, and security and present a taxonomy for underwater cooperation. Moreover, we further review how the game theory can be applied to make the nodes cooperate with each other. We further analyze different cooperative game methods, where their performance on different metrics is compared. Finally, open issues and future research direction in underwater acoustic sensor networks are highlighted. PMID:29389874
Virtual bargaining: a theory of social decision-making.
Misyak, Jennifer B; Chater, Nick
2014-11-05
An essential element of goal-directed decision-making in social contexts is that agents' actions may be mutually interdependent. However, the most well-developed approaches to such strategic interactions, based on the Nash equilibrium concept in game theory, are sometimes too broad and at other times 'overlook' good solutions to fundamental social dilemmas and coordination problems. The authors propose a new theory of social decision-making-virtual bargaining-in which individuals decide among a set of moves on the basis of what they would agree to do if they could openly bargain. The core principles of a formal account are outlined (vis-à-vis the notions of 'feasible agreement' and explicit negotiation) and further illustrated with the introduction of a new game, dubbed the 'Boobytrap game' (a modification on the canonical Prisoner's Dilemma paradigm). In the first empirical data of how individuals play the Boobytrap game, participants' experimental choices accord well with a virtual bargaining perspective, but do not match predictions from a standard Nash account. Alternative frameworks are discussed, with specific empirical tests between these and virtual bargaining identified as future research directions. Lastly, it is proposed that virtual bargaining underpins a vast range of human activities, from social decision-making to joint action and communication.
Muhammed, Dalhatu; Anisi, Mohammad Hossein; Zareei, Mahdi; Vargas-Rosales, Cesar; Khan, Anwar
2018-02-01
Exploring and monitoring the underwater world using underwater sensors is drawing a lot of attention these days. In this field cooperation between acoustic sensor nodes has been a critical problem due to the challenging features such as acoustic channel failure (sound signal), long propagation delay of acoustic signal, limited bandwidth and loss of connectivity. There are several proposed methods to improve cooperation between the nodes by incorporating information/game theory in the node's cooperation. However, there is a need to classify the existing works and demonstrate their performance in addressing the cooperation issue. In this paper, we have conducted a review to investigate various factors affecting cooperation in underwater acoustic sensor networks. We study various cooperation techniques used for underwater acoustic sensor networks from different perspectives, with a concentration on communication reliability, energy consumption, and security and present a taxonomy for underwater cooperation. Moreover, we further review how the game theory can be applied to make the nodes cooperate with each other. We further analyze different cooperative game methods, where their performance on different metrics is compared. Finally, open issues and future research direction in underwater acoustic sensor networks are highlighted.
Rational Choice Theory and the Politics of Education: Promise and Limitations.
ERIC Educational Resources Information Center
Boyd, William Lowe; And Others
1994-01-01
Rational choice theory and its three branches (game theory, collective choice theory, and organizational economics) has altered the face of political science, sociology, and organizational theory. This chapter reviews rational choice theory, examines a small body of work that relies on the rational choice paradigm to study educational politics,…
DOE Office of Scientific and Technical Information (OSTI.GOV)
Abercrombie, Robert K; Schlicher, Bob G
Vulnerability in security of an information system is quantitatively predicted. The information system may receive malicious actions against its security and may receive corrective actions for restoring the security. A game oriented agent based model is constructed in a simulator application. The game ABM model represents security activity in the information system. The game ABM model has two opposing participants including an attacker and a defender, probabilistic game rules and allowable game states. A specified number of simulations are run and a probabilistic number of the plurality of allowable game states are reached in each simulation run. The probability ofmore » reaching a specified game state is unknown prior to running each simulation. Data generated during the game states is collected to determine a probability of one or more aspects of security in the information system.« less
Evolution of fairness and coalition formation in three-person ultimatum games.
Nishimura, Takeshi; Okada, Akira; Shirata, Yasuhiro
2017-05-07
We consider the evolution of fairness and coalition formation in a three-person ultimatum game in which the coalition value depends on its size. Traditional game theory, which assumes selfish and rational players, predicts the largest and efficient coalition with a proposer exploiting most of the total value. In a stochastic evolutionary model (the frequency-dependent Moran process with mutations) where players make errors in estimating the payoffs and strategies of others, evolutionary selection favors the formation of a two-person subcoalition under weak selection and in the low mutation limit if and only if its coalition value exceeds a high proportion (0.7) of that of the largest coalition. Proposers offer 30-35% of the subcoalition value to a coalition member, excluding a non-member. Multilateral bargaining is critically different from the bilateral one. Coalition-forming behavior may cause economic inefficiency and social exclusion. Stochastic evolutionary game theory thus provides theoretical support to explain the behavior of human subjects in economic experiments of a three-person ultimatum game. Copyright © 2017 Elsevier Ltd. All rights reserved.
The role of noise in the spatial public goods game
NASA Astrophysics Data System (ADS)
Javarone, Marco Alberto; Battiston, Federico
2016-07-01
In this work we aim to analyze the role of noise in the spatial public goods game, one of the most famous games in evolutionary game theory. The dynamics of this game is affected by a number of parameters and processes, namely the topology of interactions among the agents, the synergy factor, and the strategy revision phase. The latter is a process that allows agents to change their strategy. Notably, rational agents tend to imitate richer neighbors, in order to increase the probability to maximize their payoff. By implementing a stochastic revision process, it is possible to control the level of noise in the system, so that even irrational updates may occur. In particular, in this work we study the effect of noise on the macroscopic behavior of a finite structured population playing the public goods game. We consider both the case of a homogeneous population, where the noise in the system is controlled by tuning a parameter representing the level of stochasticity in the strategy revision phase, and a heterogeneous population composed of a variable proportion of rational and irrational agents. In both cases numerical investigations show that the public goods game has a very rich behavior which strongly depends on the amount of noise in the system and on the value of the synergy factor. To conclude, our study sheds a new light on the relations between the microscopic dynamics of the public goods game and its macroscopic behavior, strengthening the link between the field of evolutionary game theory and statistical physics.
Artificial Intelligence Methods in Pursuit Evasion Differential Games
1990-07-30
objectives, sometimes with fuzzy ones. Classical optimization, control or game theoretic methods are insufficient for their resolution. I Solution...OVERALL SATISFACTION WITH SCHOOL 120 FIGURE 5.13 EXAMPLE AHP HIERARCHY FOR CHOOSING MOST APPROPRIATE DIFFERENTIAL GAME AND PARAMETRIZATION 125 FIGURE 5.14...the Analytical Hierarchy Process originated by T.L. Saaty of the Wharton School. The Analytic Hierarchy Process ( AHP ) is a general theory of
Efficient Algorithmic Frameworks via Structural Graph Theory
2016-10-28
centrally planned solution. Policy recommendation: Given a socioeconomic game among multiple parties (countries, armies, political parties, terrorist...etc.). 2 Graph Structure of Network Creation Games We completed the final versions of two of our papers about the graph structure inherent in...network creation games ”, which appeared in the following venues: Erik D. Demaine, MohammadTaghi Hajiaghayi, Hamid Mahini, and Morteza Zadi- moghaddam, “The
1992-12-01
Tutorial on Their Data Sharing," The International Journal on Very Large Data Bases (VLDB Journal ), Vol. 1, No. 1, July 1992. Hsiao, D. K., "Federated...Databases and Systems: A Tutorial on Their Resource Consolidation," The International Journal on Very Large Data Bases (VLDB Journal ), Vol. 1, No. 2...Game: Normal Approximation," accepted extensions of games and considers for publication by International possible applications. Journal of Game Theory
ERIC Educational Resources Information Center
Martín-Bylund, Anna
2017-01-01
What are the material-semiotic relationships between a language policy and a table game activity in a bilingual preschool? Using Actor-Network Theory (ANT), the aim of this article is to explore this question, working with both human and nonhuman aspects of the activity, symmetrically, at the same level. The game playing activity takes place at a…
Computing Game-Theoretic Solutions for Security in the Medium Term
This project concerns the design of algorithms for computing game- theoretic solutions . (Game theory concerns how to act in a strategically optimal...way in environments with other agents who also seek to act optimally but have different , and possibly opposite, interests .) Such algorithms have...recently found application in a number of real-world security applications, including among others airport security, scheduling Federal Air Marshals, and
ERIC Educational Resources Information Center
Shen, Jianping; Xia, Jiangang
2012-01-01
Is the power relationship between public school teachers and principals a win-win situation or a zero-sum game? By applying hierarchical linear modeling to the 1999-2000 nationally representative Schools and Staffing Survey data, we found that both the win-win and zero-sum-game theories had empirical evidence. The decision-making areas…
Technical Assessment: Autonomy
2015-02-23
low-cost sensors for automotive applications, mobile devices, and video games . If DoD develops CONOPS for lower- performance systems, there is an...advancement in this area is Microsoft’s Kinect technology. While originally designed for the Xbox video game platform, it is now being used or developed for...One area worthy of consideration is applied game theory, which may allow systems to effectively respond to adversary actions. Recommendation 4
Technical Assessment: Autonomy
2015-02-01
and video games . If DoD develops CONOPS for lower- performance systems, there is an opportunity to leverage a large amount of private investment, as the...originally designed for the Xbox video game platform, it is now being used or developed for retail environments, operating rooms, and physical therapy...approaches that render artificial intelligence less susceptible to intelligent influence. One area worthy of consideration is applied game theory, which
Time distortion for expert and novice online game players.
Rau, Pei-Luen Patrick; Peng, Shu-Yun; Yang, Chin-Chow
2006-08-01
Online game addiction is a new mental disorder. This disorder is difficult to describe because of its comprehensive nature. Many online game players have problems controlling their playing time. They cannot stop playing a game that they enjoy. This research surveyed the past literature on "flow" and time disorder theory. A time distortion experiment was conducted. This research invited 64 children, teenagers, and young adults to investigate player skill and playing time effects on online game break-off. The playing experience and degree of time distortion were measured and analyzed. The results showed that both novice and expert online game players were subject to time distortion. The participants had difficulty breaking off from the game without intrusion by others in the real world. This research also suggests eight questions for self-evaluation for online game addiction.
Wang, Jia; Liu, Ru-De; Ding, Yi; Liu, Ying; Xu, Le; Zhen, Rui
2017-01-01
This study investigated how and why Chinese adolescents choose between playing online games and doing homework, using the model of the theory of planned behavior (TPB) in which the subjective norm was manipulated as two sub-elements (peer support and parental monitoring). A total of 530 students from an elementary school and a middle school in China were asked to complete the measures assessing two predictors of TPB: attitude and perceived behavioral control (PBC). Next, they completed a survey about their choice intention between playing an online game and doing homework in three different situations, wherein a conflict between playing online games and doing homework was introduced and subjective norm was manipulated as peers supporting and parents objecting to playing online games. The results showed that adolescents’ attitude and PBC, as well as the perception of obtaining or not obtaining support from their peers and caregivers (manipulated subjective norm), significantly influenced their choice intention in online gaming situations. These findings contribute to the understanding of the factors affecting adolescents’ online gaming, which has been a concern of both caregivers and educators. With regard to the theoretical implications, this study extended previous work by providing evidence that TPB can be applied to analyze choice intention. Moreover, this study illuminated the effects of the separating factors of subjective norm on choice intention between playing online games and studying. PMID:28458649
Wang, Jia; Liu, Ru-De; Ding, Yi; Liu, Ying; Xu, Le; Zhen, Rui
2017-01-01
This study investigated how and why Chinese adolescents choose between playing online games and doing homework, using the model of the theory of planned behavior (TPB) in which the subjective norm was manipulated as two sub-elements (peer support and parental monitoring). A total of 530 students from an elementary school and a middle school in China were asked to complete the measures assessing two predictors of TPB: attitude and perceived behavioral control (PBC). Next, they completed a survey about their choice intention between playing an online game and doing homework in three different situations, wherein a conflict between playing online games and doing homework was introduced and subjective norm was manipulated as peers supporting and parents objecting to playing online games. The results showed that adolescents' attitude and PBC, as well as the perception of obtaining or not obtaining support from their peers and caregivers (manipulated subjective norm), significantly influenced their choice intention in online gaming situations. These findings contribute to the understanding of the factors affecting adolescents' online gaming, which has been a concern of both caregivers and educators. With regard to the theoretical implications, this study extended previous work by providing evidence that TPB can be applied to analyze choice intention. Moreover, this study illuminated the effects of the separating factors of subjective norm on choice intention between playing online games and studying.
PGT: A Statistical Approach to Prediction and Mechanism Design
NASA Astrophysics Data System (ADS)
Wolpert, David H.; Bono, James W.
One of the biggest challenges facing behavioral economics is the lack of a single theoretical framework that is capable of directly utilizing all types of behavioral data. One of the biggest challenges of game theory is the lack of a framework for making predictions and designing markets in a manner that is consistent with the axioms of decision theory. An approach in which solution concepts are distribution-valued rather than set-valued (i.e. equilibrium theory) has both capabilities. We call this approach Predictive Game Theory (or PGT). This paper outlines a general Bayesian approach to PGT. It also presents one simple example to illustrate the way in which this approach differs from equilibrium approaches in both prediction and mechanism design settings.
Wei, Shouke; Yang, Hong; Abbaspour, Karim; Mousavi, Jamshid; Gnauck, Albrecht
2010-04-01
This study applied game theory based models to analyze and solve water conflicts concerning water allocation and nitrogen reduction in the Middle Route of the South-to-North Water Transfer Project in China. The game simulation comprised two levels, including one main game with five players and four sub-games with each containing three sub-players. We used statistical and econometric regression methods to formulate payoff functions of the players, economic valuation methods (EVMs) to transform non-monetary value into economic one, cost-benefit Analysis (CBA) to compare the game outcomes, and scenario analysis to investigate the future uncertainties. The validity of game simulation was evaluated by comparing predictions with observations. The main results proved that cooperation would make the players collectively better off, though some player would face losses. However, players were not willing to cooperate, which would result in a prisoners' dilemma. Scenarios simulation results displayed that players in water scare area could not solve its severe water deficit problem without cooperation with other players even under an optimistic scenario, while the uncertainty of cooperation would come from the main polluters. The results suggest a need to design a mechanism to reduce the risk of losses of those players by a side payment, which provides them with economic incentives to cooperate. Copyright (c) 2010 Elsevier Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
Zhang, Jianlei; Weissing, Franz J.; Cao, Ming
2016-09-01
A commonly used assumption in evolutionary game theory is that natural selection acts on individuals in the same time scale; e.g., players use the same frequency to update their strategies. Variation in learning rates within populations suggests that evolutionary game theory may not necessarily be restricted to uniform time scales associated with the game interaction and strategy adaption evolution. In this study, we remove this restricting assumption by dividing the population into fast and slow groups according to the players' strategy updating frequencies and investigate how different strategy compositions of one group influence the evolutionary outcome of the other's fixation probabilities of strategies within its own group. Analytical analysis and numerical calculations are performed to study the evolutionary dynamics of strategies in typical classes of two-player games (prisoner's dilemma game, snowdrift game, and stag-hunt game). The introduction of the heterogeneity in strategy-update time scales leads to substantial changes in the evolution dynamics of strategies. We provide an approximation formula for the fixation probability of mutant types in finite populations and study the outcome of strategy evolution under the weak selection. We find that although heterogeneity in time scales makes the collective evolutionary dynamics more complicated, the possible long-run evolutionary outcome can be effectively predicted under technical assumptions when knowing the population composition and payoff parameters.
Morals Matter in Economic Games
Brodbeck, Felix C.; Kugler, Katharina G.; Reif, Julia A. M.; Maier, Markus A.
2013-01-01
Contrary to predictions from Expected Utility Theory and Game Theory, when making economic decisions in interpersonal situations, people take the interest of others into account and express various forms of solidarity, even in one-shot interactions with anonymous strangers. Research in other-regarding behavior is dominated by behavioral economical and evolutionary biological approaches. Psychological theory building, which addresses mental processes underlying other-regarding behavior, is rare. Based on Relational Models Theory (RMT, [1]) and Relationship Regulation Theory (RRT, [2]) it is proposed that moral motives influence individuals’ decision behavior in interpersonal situations via conscious and unconscious (automatic) processes. To test our propositions we developed the ‘Dyadic Solidarity Game’ and its solitary equivalent, the ‘Self-Insurance Game’. Four experiments, in which the moral motives “Unity” and “Proportionality” were manipulated, support the propositions made. First, it was shown that consciously activated moral motives (via framing of the overall goal of the experiment) and unconsciously activated moral motives (via subliminal priming) influence other-regarding behavior. Second, this influence was only found in interpersonal, not in solitary situations. Third, by combining the analyses of the two experimental games the extent to which participants apply the Golden Rule (“treat others how you wish to be treated”) could be established. Individuals with a “Unity” motive treated others like themselves, whereas individuals with a “Proportionality” motive gave others less then they gave themselves. The four experiments not only support the assumption that morals matter in economic games, they also deliver new insights in how morals matter in economic decision making. PMID:24358115
Game theory and shared water resource management
NASA Astrophysics Data System (ADS)
Najafi, H.; Bagheri, A.
2011-12-01
Based on the "New Periodic Table" (NPT) of 2×2 order games by Robinson and Goforth (2005) this study explores all possible game structures, representing a conflict over a shared water resource between two countries. Each game is analyzed to find the possible outcomes (equilibria), Pareto-optimal outcomes, as well as dominant strategies of the players. It is explained why in practice, parties may behave in a way, resulting in Pareto-inferior outcomes and how parties may change their behavior with the structural changes of the game. Further, how parties may develop cooperative solutions through negotiations and involvement of third parties. This work provides useful policy insights into shared water resource problems and identifies the likely structure of such games in the future and the evolution path of the games.