185,985 research outputs found

    A Model of Evolutionay Drift

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    Drift appears to be crucial to study the stability properties of Nash equilibria in a component specifying different out-of-equilibrium behaviour. We propose a new microeconomic model of drift to be added to the learning process by which agents find their way to equilibrium. A key feature of the model is the sensitivity of the noisy agent to the proportion of agents in his player population playing the same strategy as his current one. We show that, 1. Perturbed Payoff-Positive and PayoffMonotone selection dynamics are capable of stabilizing pure non strict Nash equilibria in either singleton or nonsingleton component of equilibria; 2. The model is relevant to understand the role of drift in the behaviour observed in the laboratory for the Ultimatum Game and for predicting outcomes that can be experimentally tested. Hence, the selection dynamics model perturbed with the proposed drift may be seen as well as a new learning tool to understand observed behaviour.drift, Nash equilibrium, similarity relations, replicator dynam, learning

    Playing in the Continuum: Moral Relativism in The Last of Us

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    Contrary to common understanding that an objective is a distinctive feature of every game, the success of process-oriented games (Nielson et al.) shows that linear narratives are not the only way to tell game stories. The Last of Us, despite being a goal-oriented video game, undermines the focus on its objective of “saving humanity” by refusing to let the player fulfil that goal. Saving humanity is a “noble” sentiment that is not only a “universal” moral value but one of import from a biological standpoint. This paper argues that the game’s insistence on making “questionable” choices on behalf of the player and its depiction of a selection of contrasting social structures are a narrative ruse to unsettle ethical complacencies of the generic player, who brings to the game such moral systems to analyze the game as are incompatible with its temporal and spatial specificity. The question of the admissibility of textual analyses based on external moral parameters is of relevance not exclusively to literary studies but to narratives in new audio-visual media as well. This paper attempts to place player reactions to the questionable character choices at the heart of the game story in a continuum between absolute player identification with narrative elements and complete detachment from the game narrative which facilitates play in an objective manner. This study employs a close analysis of the game text and player vis-a-vis critic responses to the narrative peculiarities of this game

    SELEKSI FITUR DAN PREFERENSI PENYERANG TERBAIK LIGA INGGRIS BERBASIS FISHER’S DISCRIMINANT RATIO, K-MEANS CLUSTERING DAN TOPSIS

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    Football is a sport that is carried out by several people in a team, each player in a team has their respective roles in a match. One of the important positions in a team is as an attacker whose job is to score goals for the team. This research aims to determine the best attackers in the English Premier League from all teams competing in the 2018-2019 season based on data from the Fifa 19 game. There are several stages in this research, the first step is clustering with K-Means Clustering method, the second step is feature selection using Fisher Discriminant Ratio method (FDR) and then weighted and calculated using TOPSIS (The Technique for Order of Preference by Similarity to Ideal Solution) method. The calculation of the preference value for each player is based on the weight value of the features that have passed the selection stage. The player who has the highest preference value will be chosen as the best playe

    A Model of Evolutionay Drift

    Get PDF
    Drift appears to be crucial to study the stability properties of Nash equilibria in a component specifying different out-of-equilibrium behaviour. We propose a new microeconomic model of drift to be added to the learning process by which agents find their way to equilibrium. A key feature of the model is the sensitivity of the noisy agent to the proportion of agents in his player population playing the same strategy as his current one. We show that, 1. Perturbed Payoff-Positive and PayoffMonotone selection dynamics are capable of stabilizing pure non strict Nash equilibria in either singleton or nonsingleton component of equilibria; 2. The model is relevant to understand the role of drift in the behaviour observed in the laboratory for the Ultimatum Game and for predicting outcomes that can be experimentally tested. Hence, the selection dynamics model perturbed with the proposed drift may be seen as well as a new learning tool to understand observed behaviour.Financial support, from the Basque Government, grant number PI -1998-68 and from CICYT, grant number PB96-1469-CO5-04

    The Cure: Making a game of gene selection for breast cancer survival prediction

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    Motivation: Molecular signatures for predicting breast cancer prognosis could greatly improve care through personalization of treatment. Computational analyses of genome-wide expression datasets have identified such signatures, but these signatures leave much to be desired in terms of accuracy, reproducibility and biological interpretability. Methods that take advantage of structured prior knowledge (e.g. protein interaction networks) show promise in helping to define better signatures but most knowledge remains unstructured. Crowdsourcing via scientific discovery games is an emerging methodology that has the potential to tap into human intelligence at scales and in modes previously unheard of. Here, we developed and evaluated a game called The Cure on the task of gene selection for breast cancer survival prediction. Our central hypothesis was that knowledge linking expression patterns of specific genes to breast cancer outcomes could be captured from game players. We envisioned capturing knowledge both from the players prior experience and from their ability to interpret text related to candidate genes presented to them in the context of the game. Results: Between its launch in Sept. 2012 and Sept. 2013, The Cure attracted more than 1,000 registered players who collectively played nearly 10,000 games. Gene sets assembled through aggregation of the collected data clearly demonstrated the accumulation of relevant expert knowledge. In terms of predictive accuracy, these gene sets provided comparable performance to gene sets generated using other methods including those used in commercial tests. The Cure is available at http://genegames.org/cure
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