308,619 research outputs found

    Information, fairness, and efficiency in bargaining

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    Economic theory assumes people strive for efficient agreements that benefit all consenting parties. The frequency of mutually destructive conflicts such as strikes, litigation, and military conflict, therefore, poses an important challenge to the field

    An analysis of persistent non-player characters in the first-person gaming genre 1998-2007: a case for the fusion of mechanics and diegetics

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    This paper describes the results of an analysis of persistent non-player characters (PNPCs) in the first-person gaming genre 1998-2007. Assessing the role, function, gameplay significance and representational characteristics of these critical important gameplay objects from over 34 major releases provides an important set of baseline data within which to situate further research. This kind of extensive, genre-wide analysis is under-represented in game studies, yet it represents a hugely important process in forming clear and robust illustrations of the medium to support understanding. Thus, I offer a fragment of this illustration, demonstrating that many of the cultural and diegetic qualities of PNPCs are a product of a self-assembling set of archetypes formed from gameplay requirements

    Spartan Daily, April 3, 2007

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    Volume 128, Issue 34https://scholarworks.sjsu.edu/spartandaily/10348/thumbnail.jp

    Differential games with asymmetric and correlated information

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    Differential games with asymmetric information were introduced by Cardaliaguet (2007). As in repeated games with lack of information on both sides (Aumann and Maschler (1995)), each player receives a private signal (his type) before the game starts and has a prior belief about his opponent's type. Then, a differential game is played in which the dynamic and the payoff function depend on both types: each player is thus partially informed about the differential game that is played. The existence of the value function and some characterizations have been obtained under the assumption that the signals are drawn independently. In this paper, we drop this assumption and extend these two results to the general case of correlated types. This result is then applied to repeated games with incomplete information: the characterization of the asymptotic value obtained by Rosenberg and Sorin (2001) and Laraki (2001) for the independent case is extended to the general case.Comment: 22 page

    Designing wheelchair-based movement games

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    People using wheelchairs have access to fewer sports and other physically stimulating leisure activities than nondisabled persons, and often lead sedentary lifestyles that negatively influence their health. While motion- based video games have demonstrated great potential of encouraging physical activity among nondisabled players, the accessibility of motion-based games is limited for persons with mobility disabilities, thus also limiting access to the potential health benefits of playing these games. In our work, we address this issue through the design of wheelchair-accessible motion-based game controls. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games. Building on the toolkit, we developed Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs, and we created Wheelchair Revolution, a motion-based dance game that is accessible to both persons using wheelchairs and nondisabled players. Evaluation results show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage broad audiences in physically stimulating play. Through the application of the wheelchair as an enabling technology in games, our work has the potential of encouraging players of all ages to develop a positive relationship with their wheelchair

    Human-Agent Decision-making: Combining Theory and Practice

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    Extensive work has been conducted both in game theory and logic to model strategic interaction. An important question is whether we can use these theories to design agents for interacting with people? On the one hand, they provide a formal design specification for agent strategies. On the other hand, people do not necessarily adhere to playing in accordance with these strategies, and their behavior is affected by a multitude of social and psychological factors. In this paper we will consider the question of whether strategies implied by theories of strategic behavior can be used by automated agents that interact proficiently with people. We will focus on automated agents that we built that need to interact with people in two negotiation settings: bargaining and deliberation. For bargaining we will study game-theory based equilibrium agents and for argumentation we will discuss logic-based argumentation theory. We will also consider security games and persuasion games and will discuss the benefits of using equilibrium based agents.Comment: In Proceedings TARK 2015, arXiv:1606.0729

    You Think You Think

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    This is a study in thinking according to, but not withheld by, traditional methods from the branch of philosophy called Experiential Philosophy. Philosophers are interested in the topic of thought, if no one else. Yet, thinking is what we do sixteen hours a day. Or, as this study will show, thinking is what is done to us sixteen hours a day. What is thinking? Why is it? And, who is in charge here anyway? The following book will enter these questions and make a serious attempt to keep deviations from target as small as possible. The thesis of this book is based on the recognition that thought is an activity in human beings that (1) proceeds in a fragmented way and that (2) basically cannot be halted. We cannot opt out of thinking. The conclusion is that this accounts for human suffering, lack of direction, and chaos in daily actions and decisions. This leads to the further conclusion that thinking is not something we do, it is something that is being done in us

    Golden Arm: A Probabilistic Study of Dice Control in Craps

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    This paper calculates how much control a craps shooter must possess on dice outcomes to eliminate the house advantage. A golden arm is someone who has dice control (or a rhythm roller or dice influencer). There are various strategies for dice control in craps. We discuss several possibilities of dice control that would result in several different mathematical models of control. We do not assert whether dice control is possible or not (there is a lack of published evidence). However, after studying casino-legal methods described by dice-control advocates, we can see only one realistic mathematical model that describes the resulting possible dice control, that in which the four faces on a rotating (horizontal) axis are favored. This is the model that we analyze in this paper
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