45,366 research outputs found
A Framework for Exploring and Evaluating Mechanics in Human Computation Games
Human computation games (HCGs) are a crowdsourcing approach to solving
computationally-intractable tasks using games. In this paper, we describe the
need for generalizable HCG design knowledge that accommodates the needs of both
players and tasks. We propose a formal representation of the mechanics in HCGs,
providing a structural breakdown to visualize, compare, and explore the space
of HCG mechanics. We present a methodology based on small-scale design
experiments using fixed tasks while varying game elements to observe effects on
both the player experience and the human computation task completion. Finally
we discuss applications of our framework using comparisons of prior HCGs and
recent design experiments. Ultimately, we wish to enable easier exploration and
development of HCGs, helping these games provide meaningful player experiences
while solving difficult problems.Comment: 11 pages, 5 figure
HR Metrics and Strategy
[Excerpt] The idea that an organization\u27s people represent a key strategic resource is widely accepted. The business press is filled with examples of top executives proclaiming how important it is to engage people\u27s minds and spirits in the quest for competitive advantage (Boudreau & Ramstad, 1997; Boudreau, 1996). There is also mounting scientific evidence that certain bundles of high-performance work practices (e.g., performance-contingent pay, team-based work structures, selective recruitment and hiring, extensive training, etc.) are associated with higher organizational financial performance (Becker & Huselid, forthcoming; Ichniowski, Arthur, MacDuffie, Welbourne & Andrews)
Strategic delegation in experimental duopolies with endogenous incentive contracts
Often, deviations of firm behavior from profit maximization are the result of managerial incentive contracts. We study the endogenous emergence of incentive contracts used by firm owners to delegate the strategic decisions of the firm. These contracts are linear combinations either of own firm's profits and revenues, or own and rival firms' profits. A two- and three-stage game are studied depending on whether owners commit or not to a certain contract type before setting the managerial incentives and the level of output to produce in the market. We report experimental results which confirm some of the predictions of the model, especially those concerning owners' preference for relative performance incentives over profit-revenue contracts. Neglected behavioral aspects are proposed as possible explanation of some divergence between the theory and the experimental evidence, more specifically the relation between contract terms and managers' output choicesExperimental economics; Oligopoly theory; Managerial delegation; Endogenous contracts.
On Making Good Games - Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features
This paper uses a framework of player virtues to perform a
theoretical exploration of what is required to make a game
good. The choice of player virtues is based upon the view
that games can be seen as implements, and that these are
good if they support an intended use, and the intended use
of games is to support people to be good players. A collection of gameplay design patterns, identified through
their relation to the virtues, is presented to provide specific starting points for considering design options for this type of good games. 24 patterns are identified supporting the virtues, including RISK/REWARD, DYNAMIC ALLIANCES, GAME MASTERS, and PLAYER DECIDED RESULTS, as are 7 countering three or more virtues, including ANALYSIS
PARALYSIS, EARLY ELIMINATION, and GRINDING. The paper concludes by identifying limitations of the approach as well as by showing how it can be applied using other views of what are preferable features in games
On Making Good Games - Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features
This paper uses a framework of player virtues to perform a
theoretical exploration of what is required to make a game
good. The choice of player virtues is based upon the view
that games can be seen as implements, and that these are
good if they support an intended use, and the intended use
of games is to support people to be good players. A collection of gameplay design patterns, identified through
their relation to the virtues, is presented to provide specific starting points for considering design options for this type of good games. 24 patterns are identified supporting the virtues, including RISK/REWARD, DYNAMIC ALLIANCES, GAME MASTERS, and PLAYER DECIDED RESULTS, as are 7 countering three or more virtues, including ANALYSIS
PARALYSIS, EARLY ELIMINATION, and GRINDING. The paper concludes by identifying limitations of the approach as well as by showing how it can be applied using other views of what are preferable features in games
MQLV: Optimal Policy of Money Management in Retail Banking with Q-Learning
Reinforcement learning has become one of the best approach to train a
computer game emulator capable of human level performance. In a reinforcement
learning approach, an optimal value function is learned across a set of
actions, or decisions, that leads to a set of states giving different rewards,
with the objective to maximize the overall reward. A policy assigns to each
state-action pairs an expected return. We call an optimal policy a policy for
which the value function is optimal. QLBS, Q-Learner in the
Black-Scholes(-Merton) Worlds, applies the reinforcement learning concepts, and
noticeably, the popular Q-learning algorithm, to the financial stochastic model
of Black, Scholes and Merton. It is, however, specifically optimized for the
geometric Brownian motion and the vanilla options. Its range of application is,
therefore, limited to vanilla option pricing within financial markets. We
propose MQLV, Modified Q-Learner for the Vasicek model, a new reinforcement
learning approach that determines the optimal policy of money management based
on the aggregated financial transactions of the clients. It unlocks new
frontiers to establish personalized credit card limits or to fulfill bank loan
applications, targeting the retail banking industry. MQLV extends the
simulation to mean reverting stochastic diffusion processes and it uses a
digital function, a Heaviside step function expressed in its discrete form, to
estimate the probability of a future event such as a payment default. In our
experiments, we first show the similarities between a set of historical
financial transactions and Vasicek generated transactions and, then, we
underline the potential of MQLV on generated Monte Carlo simulations. Finally,
MQLV is the first Q-learning Vasicek-based methodology addressing transparent
decision making processes in retail banking
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