5,777 research outputs found
Evolutionary games on graphs
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 three sections introduce the
necessary background in classical and evolutionary game theory from the basic
definitions to the most important results. The fourth section surveys the
topological complications implied by non-mean-field-type social network
structures in general. The last 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.Comment: Review, final version, 133 pages, 65 figure
Spatial interactions in agent-based modeling
Agent Based Modeling (ABM) has become a widespread approach to model complex
interactions. In this chapter after briefly summarizing some features of ABM
the different approaches in modeling spatial interactions are discussed.
It is stressed that agents can interact either indirectly through a shared
environment and/or directly with each other. In such an approach, higher-order
variables such as commodity prices, population dynamics or even institutions,
are not exogenously specified but instead are seen as the results of
interactions. It is highlighted in the chapter that the understanding of
patterns emerging from such spatial interaction between agents is a key problem
as much as their description through analytical or simulation means.
The chapter reviews different approaches for modeling agents' behavior,
taking into account either explicit spatial (lattice based) structures or
networks. Some emphasis is placed on recent ABM as applied to the description
of the dynamics of the geographical distribution of economic activities, - out
of equilibrium. The Eurace@Unibi Model, an agent-based macroeconomic model with
spatial structure, is used to illustrate the potential of such an approach for
spatial policy analysis.Comment: 26 pages, 5 figures, 105 references; a chapter prepared for the book
"Complexity and Geographical Economics - Topics and Tools", P. Commendatore,
S.S. Kayam and I. Kubin, Eds. (Springer, in press, 2014
Fixation and escape times in stochastic game learning
Evolutionary dynamics in finite populations is known to fixate eventually in
the absence of mutation. We here show that a similar phenomenon can be found in
stochastic game dynamical batch learning, and investigate fixation in learning
processes in a simple 2x2 game, for two-player games with cyclic interaction,
and in the context of the best-shot network game. The analogues of finite
populations in evolution are here finite batches of observations between
strategy updates. We study when and how such fixation can occur, and present
results on the average time-to-fixation from numerical simulations. Simple
cases are also amenable to analytical approaches and we provide estimates of
the behaviour of so-called escape times as a function of the batch size. The
differences and similarities with escape and fixation in evolutionary dynamics
are discussed.Comment: 19 pages, 9 figure
Deployment mechanics in analog and digital strategic games : a historical and theoretical framework
This paper presents a historical and theoretical analysis of deployment in analog and digital military-themed strategic games. Deployment can be described as the phase in which players place their forces on the board or in the simulated world of a digital game, thus making them active. We argue that approaching a genre via a close reading of one of the genre’s constituting phases may help us discuss wider historical and theoretical issues regarding these games. More specifically, we use deployment metonymically to discuss the modifications in game design and gameplay that military-themed games underwent with their digitization. Furthermore, we discuss deployment within the framework of en-roling, that is the act of assuming a role in a specific context, including a simulated digital or analog ludic environment.peer-reviewe
\u27FO FIghter: 2D Real-Time Game
‘FO Fighter is a 2D real-time game for Android and iOS mobile devices. The game utilizes the motion sensors and touch screens built within these devices to give the player a great amount of control over their character’s position and firing direction. This control allows for a reactive environment set in outer space, where gravity is determined by the device’s orientation, while the player must dodge, fight and destroy multiple enemy fighters on each planet in the solar system. ‘FO Fighter has been tested throughout its development cycle on numerous devices on both the Android and iOS platforms, with testers including pre-adolescents and young adults with various levels of gaming experience. The result is a functioning prototype that engages the user with a tutorial and three fully-formed levels
Collaborative game development with indigenous communities; A theoretical model for ethnocultural empathy
This thesis studies how collaboratively designed games can be used as a means to empathically share cultural perspectives and emotions between unrelated communities. The paper also discusses some of the diversity issues present within the video game industry, especially those dealing with Indigenous cultural content, and to promote the “world games” movement of inclusive game production.
The project began with an examination of various concepts that make up the current psychological theory of empathy. Academic findings on cultural empathy were specifically explored, and Wang et. al’s (2003) theory of ethnocultural empathy was examined. A literature review continued with further examination of the methods for empathic game design and production. The literature also considered how specific game elements and practices of intercultural sensitivity function within collaborative game design and development, leading to a more in-depth study of co-development with Indigenous communities.
From this, two theoretical models were developed and proposed. The Ethnocultural Empathy Analysis model looked specifically at methods for e-empathic game design, and the Intercultural Sensitivity model presented reflective questions for Indigenous co-development. These models were then applied to three game project case studies. Two of the studies examined the commercial games, Never Alone and Mulaka. The third study, the Sámi Game Jam, included a personal reflection of my first-hand experience in an Indigenous co-development setting.
Finally, the results of this thesis proposed ways that games, as a unique, interactive medium, can be successfully used to both address, and even eliminate, much of the cultural disconnection and ignorance present in today’s world
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