324,892 research outputs found

    Distinguishing humans from computers in the game of go: a complex network approach

    Full text link
    We compare complex networks built from the game of go and obtained from databases of human-played games with those obtained from computer-played games. Our investigations show that statistical features of the human-based networks and the computer-based networks differ, and that these differences can be statistically significant on a relatively small number of games using specific estimators. We show that the deterministic or stochastic nature of the computer algorithm playing the game can also be distinguished from these quantities. This can be seen as tool to implement a Turing-like test for go simulators.Comment: 7 pages, 6 figure

    Connected Coordination: Network Structure and Group Coordination

    Get PDF
    Networks can affect a group’s ability to solve a coordination problem. We utilize laboratory experiments to study the conditions under which groups of subjects can solve coordination games. We investigate a variety of different network structures, and we also investigate coordination games with symmetric and asymmetric payoffs. Our results show that network connections facilitate coordination in both symmetric and asymmetric games. Most significantly, we find that increases in the number of network connections encourage coordination even when payoffs are highly asymmetric. These results shed light on the conditions that may facilitate coordination in real-world networks

    Applications of Repeated Games in Wireless Networks: A Survey

    Full text link
    A repeated game is an effective tool to model interactions and conflicts for players aiming to achieve their objectives in a long-term basis. Contrary to static noncooperative games that model an interaction among players in only one period, in repeated games, interactions of players repeat for multiple periods; and thus the players become aware of other players' past behaviors and their future benefits, and will adapt their behavior accordingly. In wireless networks, conflicts among wireless nodes can lead to selfish behaviors, resulting in poor network performances and detrimental individual payoffs. In this paper, we survey the applications of repeated games in different wireless networks. The main goal is to demonstrate the use of repeated games to encourage wireless nodes to cooperate, thereby improving network performances and avoiding network disruption due to selfish behaviors. Furthermore, various problems in wireless networks and variations of repeated game models together with the corresponding solutions are discussed in this survey. Finally, we outline some open issues and future research directions.Comment: 32 pages, 15 figures, 5 tables, 168 reference

    Move ordering and communities in complex networks describing the game of go

    Full text link
    We analyze the game of go from the point of view of complex networks. We construct three different directed networks of increasing complexity, defining nodes as local patterns on plaquettes of increasing sizes, and links as actual successions of these patterns in databases of real games. We discuss the peculiarities of these networks compared to other types of networks. We explore the ranking vectors and community structure of the networks and show that this approach enables to extract groups of moves with common strategic properties. We also investigate different networks built from games with players of different levels or from different phases of the game. We discuss how the study of the community structure of these networks may help to improve the computer simulations of the game. More generally, we believe such studies may help to improve the understanding of human decision process.Comment: 14 pages, 21 figure

    The social context of school playground games: Sex and ethnic differences, and changes over time after entry to junior school

    Get PDF
    This short term longitudinal study examined activities at recess and peer relations. Interest was in changes over the school year, and the sex and ethnic mix of groups. Data came from systematic observations of 129 pupils (61 boys and 68 girls) aged 7-8 years. Results showed that peer interaction dominated recess. Ball games increased over the year, and chasing games decreased. Aggression was most common during vigorous play and conversation, but not ball games. Cleavage in boys' and girls' play and activity was common but not inevitable. Mixed sex play was not supported by particular game types. Boys’ game networks were larger than those of girls but there were no sex differences in active networks. There was little ethnic group segregation on playgrounds, and games became more integrated with time. Results indicate that playground activities can have a positive role in social relations between different ethnic groups

    Gaming on and off the social graph: the social structure of Facebook games

    Get PDF
    Games built on Online Social Networks (OSNs) have become a phenomenon since 3rd party developer tools were released by OSNs such as Facebook. However, apart from their explosive popularity, little is known about the nature of the social networks that are built during play. In this paper, we present the findings of a network analysis study carried out on two Facebook applications, in comparison with a similar but stand-alone game. We found that games built both on and off a social graph exhibit similar social properties. Specifically, the distribution of player-to-player interactions decays as a power law with a similar exponent for the majority of players. For games built on the social network platform however, we find that the networks are characterised by a sharp cut-off, compared with the classically scale-free nature of the social network for the game not built on an existing social graph
    • 

    corecore