265 research outputs found

    Permission to believe: descriptive and prescriptive beliefs in the Clifford/James debate

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    William Clifford's ‘The Ethics of Belief' proposes an ‘evidence principle': 
it is wrong always, everywhere, and for anyone, to believe anything upon insufficient evidence (1877, 1879:186). Its universal, absolutist language seems to hide something fundamentally correct. We first argue for excluding prescriptive beliefs, and then consider further apparent counter-examples, culminating in more restricted, qualified wording: If anything is morally wrong, then it is morally wrong within the category of descriptive belief to believe anything knowingly or irresponsibly on insufficient evidence in the absence of any conflicting and overriding moral imperative except when the unjustified believing is outside the believer's voluntary control. We test this against William James's counter-claim for qualified legitimate overbelief (‘The Will To Believe', 1896, 2000), and suggest additional benefits of adopting an evidence principle in relation to the structured combinations of descriptive and prescriptive components common to religious belief. In search of criteria for ‘sufficient' and ‘insufficient' evidence we then consider an ‘enriched' Bayesianism within normative decision theory, which helps explain good doxastic practice under risk. ‘Lottery paradox' cases however undermine the idea of an evidence threshold: we would say we justifiably believe one hypothesis while saying another, at the same credence level, is only very probably true. We consider approaches to ‘pragmatic encroachment', suggesting a parallel between ‘practical interest' and the ‘personal utility' denominating the stakes of the imaginary gambles which Bayesian credences can be illustrated as. But personal utility seems inappropriately agent-relative for a moral principle. We return to Clifford's conception of our shared responsibilities to our shared epistemic asset. This ‘practical interest we ought to have' offers an explanation for our duty, as members of an epistemic community, to get and evaluate evidence; and for the ‘utility' stakes of Bayesian imaginary gambles. Helped by Edward Craig's (1990, 1999) ‘state-of-nature' theory of knowledge it provides a minimum threshold to avoid insufficient evidence and suggests an aspirational criterion of sufficient evidence: Wherever possible, a level of evidence sufficient to support the level of justification required to be a good informant, whatever the particular circumstances of the inquirer

    Enhancing trustability in MMOGs environments

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    Massively Multiplayer Online Games (MMOGs; e.g., World of Warcraft), virtual worlds (VW; e.g., Second Life), social networks (e.g., Facebook) strongly demand for more autonomic, security, and trust mechanisms in a way similar to humans do in the real life world. As known, this is a difficult matter because trusting in humans and organizations depends on the perception and experience of each individual, which is difficult to quantify or measure. In fact, these societal environments lack trust mechanisms similar to those involved in humans-to-human interactions. Besides, interactions mediated by compute devices are constantly evolving, requiring trust mechanisms that keep the pace with the developments and assess risk situations. In VW/MMOGs, it is widely recognized that users develop trust relationships from their in-world interactions with others. However, these trust relationships end up not being represented in the data structures (or databases) of such virtual worlds, though they sometimes appear associated to reputation and recommendation systems. In addition, as far as we know, the user is not provided with a personal trust tool to sustain his/her decision making while he/she interacts with other users in the virtual or game world. In order to solve this problem, as well as those mentioned above, we propose herein a formal representation of these personal trust relationships, which are based on avataravatar interactions. The leading idea is to provide each avatar-impersonated player with a personal trust tool that follows a distributed trust model, i.e., the trust data is distributed over the societal network of a given VW/MMOG. Representing, manipulating, and inferring trust from the user/player point of view certainly is a grand challenge. When someone meets an unknown individual, the question is “Can I trust him/her or not?”. It is clear that this requires the user to have access to a representation of trust about others, but, unless we are using an open source VW/MMOG, it is difficult —not to say unfeasible— to get access to such data. Even, in an open source system, a number of users may refuse to pass information about its friends, acquaintances, or others. Putting together its own data and gathered data obtained from others, the avatar-impersonated player should be able to come across a trust result about its current trustee. For the trust assessment method used in this thesis, we use subjective logic operators and graph search algorithms to undertake such trust inference about the trustee. The proposed trust inference system has been validated using a number of OpenSimulator (opensimulator.org) scenarios, which showed an accuracy increase in evaluating trustability of avatars. Summing up, our proposal aims thus to introduce a trust theory for virtual worlds, its trust assessment metrics (e.g., subjective logic) and trust discovery methods (e.g., graph search methods), on an individual basis, rather than based on usual centralized reputation systems. In particular, and unlike other trust discovery methods, our methods run at interactive rates.MMOGs (Massively Multiplayer Online Games, como por exemplo, World of Warcraft), mundos virtuais (VW, como por exemplo, o Second Life) e redes sociais (como por exemplo, Facebook) necessitam de mecanismos de confiança mais autĂłnomos, capazes de assegurar a segurança e a confiança de uma forma semelhante Ă  que os seres humanos utilizam na vida real. Como se sabe, esta nĂŁo Ă© uma questĂŁo fĂĄcil. Porque confiar em seres humanos e ou organizaçÔes depende da percepção e da experiĂȘncia de cada indivĂ­duo, o que Ă© difĂ­cil de quantificar ou medir Ă  partida. Na verdade, esses ambientes sociais carecem dos mecanismos de confiança presentes em interacçÔes humanas presenciais. AlĂ©m disso, as interacçÔes mediadas por dispositivos computacionais estĂŁo em constante evolução, necessitando de mecanismos de confiança adequados ao ritmo da evolução para avaliar situaçÔes de risco. Em VW/MMOGs, Ă© amplamente reconhecido que os utilizadores desenvolvem relaçÔes de confiança a partir das suas interacçÔes no mundo com outros. No entanto, essas relaçÔes de confiança acabam por nĂŁo ser representadas nas estruturas de dados (ou bases de dados) do VW/MMOG especĂ­fico, embora Ă s vezes apareçam associados Ă  reputação e a sistemas de reputação. AlĂ©m disso, tanto quanto sabemos, ao utilizador nĂŁo lhe Ă© facultado nenhum mecanismo que suporte uma ferramenta de confiança individual para sustentar o seu processo de tomada de decisĂŁo, enquanto ele interage com outros utilizadores no mundo virtual ou jogo. A fim de resolver este problema, bem como os mencionados acima, propomos nesta tese uma representação formal para essas relaçÔes de confiança pessoal, baseada em interacçÔes avatar-avatar. A ideia principal Ă© fornecer a cada jogador representado por um avatar uma ferramenta de confiança pessoal que segue um modelo de confiança distribuĂ­da, ou seja, os dados de confiança sĂŁo distribuĂ­dos atravĂ©s da rede social de um determinado VW/MMOG. Representar, manipular e inferir a confiança do ponto de utilizador/jogador, Ă© certamente um grande desafio. Quando alguĂ©m encontra um indivĂ­duo desconhecido, a pergunta Ă© “Posso confiar ou nĂŁo nele?”. É claro que isto requer que o utilizador tenha acesso a uma representação de confiança sobre os outros, mas, a menos que possamos usar uma plataforma VW/MMOG de cĂłdigo aberto, Ă© difĂ­cil — para nĂŁo dizer impossĂ­vel — obter acesso aos dados gerados pelos utilizadores. Mesmo em sistemas de cĂłdigo aberto, um nĂșmero de utilizadores pode recusar partilhar informaçÔes sobre seus amigos, conhecidos, ou sobre outros. Ao juntar seus prĂłprios dados com os dados obtidos de outros, o utilizador/jogador representado por um avatar deve ser capaz de produzir uma avaliação de confiança sobre o utilizador/jogador com o qual se encontra a interagir. Relativamente ao mĂ©todo de avaliação de confiança empregue nesta tese, utilizamos lĂłgica subjectiva para a representação da confiança, e tambĂ©m operadores lĂłgicos da lĂłgica subjectiva juntamente com algoritmos de procura em grafos para empreender o processo de inferĂȘncia da confiança relativamente a outro utilizador. O sistema de inferĂȘncia de confiança proposto foi validado atravĂ©s de um nĂșmero de cenĂĄrios Open-Simulator (opensimulator.org), que mostrou um aumento na precisĂŁo na avaliação da confiança de avatares. Resumindo, a nossa proposta visa, assim, introduzir uma teoria de confiança para mundos virtuais, conjuntamente com mĂ©tricas de avaliação de confiança (por exemplo, a lĂłgica subjectiva) e em mĂ©todos de procura de caminhos de confiança (com por exemplo, atravĂ©s de mĂ©todos de pesquisa em grafos), partindo de uma base individual, em vez de se basear em sistemas habituais de reputação centralizados. Em particular, e ao contrĂĄrio de outros mĂ©todos de determinação do grau de confiança, os nossos mĂ©todos sĂŁo executados em tempo real

    Models of Political Economy

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    Models of Political Economy will introduce students to the basic methodology of political economics. It covers all core theories as well as new developments including: decision theory game theory mechanism design games of asymmetric information. Hannu Nurmi's text will prove to be invaluable to all students who wish to understand this increasingly technical field

    Moocs and Legal Education: Valuable Innovation or Looming Disaster?

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    A Mechanism Design Approach to Bandwidth Allocation in Tactical Data Networks

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    The defense sector is undergoing a phase of rapid technological advancement, in the pursuit of its goal of information superiority. This goal depends on a large network of complex interconnected systems - sensors, weapons, soldiers - linked through a maze of heterogeneous networks. The sheer scale and size of these networks prompt behaviors that go beyond conglomerations of systems or `system-of-systems\u27. The lack of a central locus and disjointed, competing interests among large clusters of systems makes this characteristic of an Ultra Large Scale (ULS) system. These traits of ULS systems challenge and undermine the fundamental assumptions of today\u27s software and system engineering approaches. In the absence of a centralized controller it is likely that system users may behave opportunistically to meet their local mission requirements, rather than the objectives of the system as a whole. In these settings, methods and tools based on economics and game theory (like Mechanism Design) are likely to play an important role in achieving globally optimal behavior, when the participants behave selfishly. Against this background, this thesis explores the potential of using computational mechanisms to govern the behavior of ultra-large-scale systems and achieve an optimal allocation of constrained computational resources Our research focusses on improving the quality and accuracy of the common operating picture through the efficient allocation of bandwidth in tactical data networks among self-interested actors, who may resort to strategic behavior dictated by self-interest. This research problem presents the kind of challenges we anticipate when we have to deal with ULS systems and, by addressing this problem, we hope to develop a methodology which will be applicable for ULS system of the future. We build upon the previous works which investigate the application of auction-based mechanism design to dynamic, performance-critical and resource-constrained systems of interest to the defense community. In this thesis, we consider a scenario where a number of military platforms have been tasked with the goal of detecting and tracking targets. The sensors onboard a military platform have a partial and inaccurate view of the operating picture and need to make use of data transmitted from neighboring sensors in order to improve the accuracy of their own measurements. The communication takes place over tactical data networks with scarce bandwidth. The problem is compounded by the possibility that the local goals of military platforms might not be aligned with the global system goal. Such a scenario might occur in multi-flag, multi-platform military exercises, where the military commanders of each platform are more concerned with the well-being of their own platform over others. Therefore there is a need to design a mechanism that efficiently allocates the flow of data within the network to ensure that the resulting global performance maximizes the information gain of the entire system, despite the self-interested actions of the individual actors. We propose a two-stage mechanism based on modified strictly-proper scoring rules, with unknown costs, whereby multiple sensor platforms can provide estimates of limited precisions and the center does not have to rely on knowledge of the actual outcome when calculating payments. In particular, our work emphasizes the importance of applying robust optimization techniques to deal with the uncertainty in the operating environment. We apply our robust optimization - based scoring rules algorithm to an agent-based model framework of the combat tactical data network, and analyze the results obtained. Through the work we hope to demonstrate how mechanism design, perched at the intersection of game theory and microeconomics, is aptly suited to address one set of challenges of the ULS system paradigm - challenges not amenable to traditional system engineering approaches

    Moocs and Legal Education: Valuable Innovation or Looming Disaster?

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    Permission to believe: Descriptive and prescriptive beliefs in the Clifford/James debate

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    This thesis modifies the wording of William Clifford’s 1877 evidence principle (that ‘it is wrong always, everywhere, and for anyone, to believe anything upon insufficient evidence’) to propose an explicitly moral principle, restricted to descriptive beliefs (about what is or is not the case) and excluding prescriptive beliefs (about what ought or ought not to be the case). It considers potential counter-examples, particularly William James’s 1896 defence of religious belief; and concludes that the modified principle survives unscathed. It then searches for suitable criteria for ‘sufficient’ and ‘insufficient’ evidence, first within a Bayesian framework enriched by pragmatic considerations, and finally by returning to Clifford’s conception of our shared responsibilities to our shared epistemic asset. Combined with elements of Edward Craig’s (1990, 1999) ‘state-of-nature’ theory of knowledge this gets us to a minimum threshold to avoid insufficient evidence and an aspirational criterion of sufficient evidence

    Optimising gamification using constructive competition and videogames

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    This thesis is concerned with the use of gamification to make studying more fun. Games are designed to be compulsive and enjoyable, so if we can apply game design principles to studying then it might increase student engagement. Gamification is the name given to this concept and describes how some game design principles (like points, leaderboards, competition, rewards, etc.) can be applied generically to non-gaming, real-world activities, like studying. Many commonly used game design principles, like those mentioned, are extrinsic motivators. For example, scoring points has nothing to do with learning times tables, but points can be used to motivate someone to learn maths. Extrinsic motivation like this can have negative side effects as people may feel pressure or stress, which can then reduce the inherent enjoyment of the activity. The joy of learning, the pleasure of practicing some skill, is known as intrinsic motivation. Some activities do not rely on intrinsic motivation; consider a worker performing a task that requires no creativity or imagination, something that can be learnt by rote. However, many activities require inquisitiveness and creativity, a key feature of intrinsic motivation; consider a student learning a new subject in a school. In these situations, great care must be taken when using extrinsic motivation (a key part of gamification) such that it does not reduce someone’s intrinsic motivation. Historically, this was not well understood and gamification was used inappropriately in environments such as schools where reductions in intrinsic motivation could not be tolerated (Deci, Koestner, & Ryan, 2001). In an education setting, where there are concerns around intrinsic motivation, anda gamification approach could feel ‘tacked on’; custom designed educational games are often preferred as they can capture the essence of the activity directly. Therefore they are usually seen as more beneficial and less prone to reducing intrinsic motivation, but are often expensive and inflexible (Egenfeldt-Nielsen, 2005). Gamification can be cheaper, more flexible and easier to embed within existing learning activities (Sebastian Deterding, Dixon, Khaled, & Nacke, 2011).In these studies, gamification with constructive competition was used to engagestudents, without using extrinsic motivational levers (e.g. real-world reward and compulsory participation) that may reduce intrinsic motivation. This thesis provides a theoretical and empirical exploration of “constructive competition”: design techniques that seek to minimise gamification’s negative effect on intrinsic motivation. Two studies are described which detail the development of a new approach to gamification design based on constructive competition and its use in classes with computing students. A mobile gamification application called 'Unicraft' was developed to investigate these ideas, and the results of the studies suggest that it is possible to design for constructive competition and create positive gamification experiences. Full results and implications are presented, providing guidelines on gamification design best practice, development methodology and an example technical implementation using mobile devices
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