2,296 research outputs found

    Interaction transform for bi-set functions over a finite set

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    Set functions appear as a useful tool in many areas of decision making and operations research, and several linear invertible transformations have been introduced for set functions, such as the Möbius transform and the interaction transform. The present paper establish similar transforms and their relationships for bi-set functions, i.e. functions of two disjoint subsets. Bi-set functions have been recently introduced in decision making (bi-capacities) and game theory (bi-cooperative games), and appear to open new areas in these fields.Set function; Bi-set function; Möbius transform; Interaction transform

    The core of games on distributive lattices : how to share benefits in a hierarchy

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    Finding a solution concept is one of the central problems in cooperative game theory, and the notion of core is the most popular solution concept since it is based on some rationality condition. In many real situations, not all possible coalitions can form, so that classical TU-games cannot be used. An interesting case is when possible coalitions are defined through a partial ordering of the players (or hierarchy). Then feasible coalitions correspond to teams of players, that is, one or several players with all their subordinates. In these situations, it is not obvious to define a suitable notion of core, reflecting the team structure, and previous attempts are not satisfactory in this respect. We propose a new notion of core, which imposes efficiency of the allocation at each level of the hierarchy, and answers the problem of sharing benefits in a hierarchy. We show that the core we defined has properties very close to the classical case, with respect to marginal vectors, the Weber set, and balancedness.Cooperative game, feasible coalition, core, hierarchy.

    The core of games on ordered structures and graphs

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    In cooperative games, the core is the most popular solution concept, and its properties are well known. In the classical setting of cooperative games, it is generally assumed that all coalitions can form, i.e., they are all feasible. In many situations, this assumption is too strong and one has to deal with some unfeasible coalitions. Defining a game on a subcollection of the power set of the set of players has many implications on the mathematical structure of the core, depending on the precise structure of the subcollection of feasible coalitions. Many authors have contributed to this topic, and we give a unified view of these different results

    Exploring mischief and mayhem in social computing or: how we learned to stop worrying and love the trolls

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    In this paper, we explore the role of mischief as borderline socially acceptable behaviour within social computing applications. Mischievous activity pushes the boundaries of the implicit social contract present in all online social systems, and, we argue, is of vital importance understanding online social interactions. Using examples from games and other applications, we explore mischief as an act of appropriation, which reinterprets mechanics defined by developers in unexpected and sometimes upsetting ways. Although frequently interpreted as negative and anti-social behaviour, we argue that mischief serves a vital social role, and find surprising richness in the chaos

    A Survey of Adaptive Resonance Theory Neural Network Models for Engineering Applications

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    This survey samples from the ever-growing family of adaptive resonance theory (ART) neural network models used to perform the three primary machine learning modalities, namely, unsupervised, supervised and reinforcement learning. It comprises a representative list from classic to modern ART models, thereby painting a general picture of the architectures developed by researchers over the past 30 years. The learning dynamics of these ART models are briefly described, and their distinctive characteristics such as code representation, long-term memory and corresponding geometric interpretation are discussed. Useful engineering properties of ART (speed, configurability, explainability, parallelization and hardware implementation) are examined along with current challenges. Finally, a compilation of online software libraries is provided. It is expected that this overview will be helpful to new and seasoned ART researchers

    Characterizing player’s experience from physiological signals using fuzzy decision trees

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    Author manuscript, published in "IEEE Conference on Computational Intelligence and Games (CIG) 2010, Copenhagen : Denmark (2010)"In the recent years video games have enjoyed a dramatic increase in popularity, the growing market being echoed by a genuine interest in the academic field. With this flourishing technological and theoretical efforts, there is need to develop new evaluative methodologies for acknowledging the various aspects of the player’s subjective experience, and especially the emotional aspect. In this study, we addressed the possibility of developing a model for assessing the player’s enjoyment (amusement) with respect to challenge in an action game. Our aim was to explore the viability of a generic model for assessing emotional experience during gameplay from physiological signals. In particular, we propose an approach to characterize the player’s subjective experience in different psychological levels of enjoyment from physiological signals using fuzzy decision trees.In the recent years video games have enjoyed a dramatic increase in popularity, the growing market being echoed by a genuine interest in the academic field. With this flourishing technological and theoretical efforts, there is need to develop new evaluative methodologies for acknowledging the various aspects of the player’s subjective experience, and especially the emotional aspect. In this study, we addressed the possibility of developing a model for assessing the player’s enjoyment (amusement) with respect to challenge in an action game. Our aim was to explore the viability of a generic model for assessing emotional experience during gameplay from physiological signals. In particular, we propose an approach to characterize the player’s subjective experience in different psychological levels of enjoyment from physiological signals using fuzzy decision trees

    The restricted core of games on distributive lattices: how to share benefits in a hierarchy

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    ED EPSInternational audienceFinding a solution concept is one of the central problems in cooperative game theory, and the notion of core is the most popular solution concept since it is based on some rationality condition. In many real situations, not all possible coalitions can form, so that classical TU-games cannot be used. An interesting case is when possible coalitions are defined through a partial ordering of the players (or hierarchy). Then feasible coalitions correspond to teams of players, that is, one or several players with all their subordinates. In these situations, the core in its usual formulation may be unbounded, making its use difficult in practice. We propose a new notion of core, called the restricted core, which imposes efficiency of the allocation at each level of the hierarchy, is always bounded, and answers the problem of sharing benefits in a hierarchy. We show that the core we defined has properties very close to the classical case, with respect to marginal vectors, the Weber set, and balancedness
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