202,671 research outputs found

    An experimental study of communication and coordination in noncooperative games

    Get PDF
    This paper reports the results of an experiment designed to test the usefulness of alternative solution concepts to explain players' behavior in noncooperative games with preplay communication. In the experiment subjects communicate byplain conversationprior to playing a simple game. In this setting, we find that the presumption ofindividualisticandindependentbehavior underlying the concept of Nash equilibrium is inappropriate. Instead, we observe behavior to becoordinatedandcorrelated. Statistical tests reject Nash equilibrium as an explanation of observed play. The coalition proof correlated equilibrium of the game, however, explains the data when the possibility of errors by players is introducedPublicad

    NBA 2K

    Get PDF
    The NBA 2K games have come a long way from an emerging basketball game to now becoming the biggest basketball game ever created. From its graphics, gameplay, community, and many more reasons why the game became so successful today, NBA 2K has evolved into the best basketball game by improving its overall structure every year-round

    The Israel-Palestine Question – A Case for Application of Neutrosophic Game Theory

    Get PDF
    In our present paper, we have explored the possibilities and developed arguments for an application of principles of neutrosophic game theory as a generalization of the fuzzy game theory model to a better understanding of the Israel-Palestine problem in terms of the goals and governing strategies of either side. We build on an earlier attempted justification of a game theoretic explanation of this problem by Yakir Plessner (2001) and go on to argue in favour of a neutrosophic adaptation of the standard 2x2 zero-sum game theoretic model in order to identify an optimal outcomeIsrael-Palestine conflict, Oslo Agreement, fuzzy games, neutrosophic semantic space

    The impact of Nintendo’s "for men" advertising campaign on a potential female market

    Get PDF
    In order to emphasize the maturation of their hand-held console and increase its appeal to an adult market, Nintendo's UK advertising campaign for the Game Boy Advance SP drew explicitly upon 'lad' culture and a tongue-in-cheek appropriation of cologne advertising. In this campaign, the lead and most prominent promotional advert for the device used an image of the Game Boy with the tagline "For Men". This paper outlines why Nintendo's decision to present the Game Boy as a male accessory prompted exploration into its potential impact on the female market. Much of the emerging research field examining female participation in game cultures had at that point tended to focus its attention on exploring the experiences of different female groups with a variety of software titles and its associated communities. In contrast, this paper addresses participants' perceptions of the gaming industry and its relevance to them as a (potential) consumer by taking a hardware device as its focus. This was achieved by conducting a series of focus groups, with a range of both experienced and inexperienced female game players, during which participants were asked to engage with the hand-held device and experience both its single and networked game-play capabilities with the game Legend of Zelda. The findings address participants' awareness and views on the extent to which gaming is coded male and its ramifications for their participation in game cultures

    Nonspecific Networking

    Get PDF
    A new model of strategic network formation is developed and analyzed, where an agent's investment in links is nonspecific. The model comprises a large class of games which are both potential and super- or submodular games. We obtain comparative statics results for Nash equilibria with respect to investment costs for supermodular as well as submodular networking games. We also study logit-perturbed best-response dynamics for supermodular games with potentials. We find that the associated set of stochastically stable states forms a sublattice of the lattice of Nash equilibria and derive comparative statics results for the smallest and the largest stochastically stable state. Finally, we provide a broad spectrum of applications from social interaction to industrial organization. Models of strategic network formation typically assume that each agent selects his direct links to other agents in which to invest. Nonspecific networking means that an agent cannot select a specific subset of feasible links which he wants to establish or strengthen. Rather, each agent chooses an effort level or intensity of networking. In the simplest case, the agent faces a binary choice: to network or not to network. If an agent increases his networking effort, all direct links to other agents are strengthened to various degrees. We assume that benefits accrue only from direct links. The set of agents or players is finite. Each agent has a finite strategy set consisting of the networking levels to choose from. For any pair of agents, their networking levels determine the individual benefits which they obtain from interacting with each other. An agent derives an aggregate benefit from the pairwise interactions with all others. In addition, the agent incurs networking costs, which are a function of the agent's own networking level. The agent's payoff is his aggregate benefit minus his cost.Network Formation, Potential Games, Supermodular Games
    • 

    corecore