319,793 research outputs found
Resistance to Digitisation: Curated Memory Cards Artefact
date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000The act of networking in any context has some element of ceremonial performance attached to it. In an analogue world these performances have historically included the act of exchanging business cards. This âceremony of networkingâ has the potential to be altered by the emergence of new media, especially digital technology, displacing the old ceremony of business card exchanges and disrupting what can traditional be seen as networking. The history of business cards have shown that, despite several digital alternatives, they are still resistant to digitisation and so predominantly still physical and tangible. So, we sought to explore the ceremony around giving business cards as the sharing of âcurated memoryâ, to better understand how and why we share and co-create curated memories with others. Including the sharing curated memories more generally, and the changing nature of networking, arising from the ever-increasing connectivity and digital embeddedness associated with the information age. Therefore, exploring the ceremony around needing, creating, sharing and using business cards, within different contexts and cultures. Also, identifying the tasks that people are trying to perform and optimise at different stages (before, during, and after) in a range of scenarios. Also, to explore how the ceremonies of networking might be significantly altered as a result of digital media and tools. The approach of using sets of cards around Who, How, Why and Where emerged from the need for a tool that could build narratives around the considerable diversity of the disjointed scenarios of networking we observed. So, the cards provide a reference by which to share general understanding in an entertaining and easily accessible manner. Second, provides a tool to summarise narratives from the scenarios we observed, and that we could then use to create new scenarios to explore insights such as post-meeting curation of âshared memoriesâ when networking. Third, define a number of âgamesâ to help anyone explore how to better understand and utilise aspects of networking in their current approaches, and challenge them to develop new approaches. Therefore, generating debate and self-reflection on the ways players use business cards themselves
Complexity Theory, Game Theory, and Economics: The Barbados Lectures
This document collects the lecture notes from my mini-course "Complexity
Theory, Game Theory, and Economics," taught at the Bellairs Research Institute
of McGill University, Holetown, Barbados, February 19--23, 2017, as the 29th
McGill Invitational Workshop on Computational Complexity.
The goal of this mini-course is twofold: (i) to explain how complexity theory
has helped illuminate several barriers in economics and game theory; and (ii)
to illustrate how game-theoretic questions have led to new and interesting
complexity theory, including recent several breakthroughs. It consists of two
five-lecture sequences: the Solar Lectures, focusing on the communication and
computational complexity of computing equilibria; and the Lunar Lectures,
focusing on applications of complexity theory in game theory and economics. No
background in game theory is assumed.Comment: Revised v2 from December 2019 corrects some errors in and adds some
recent citations to v1 Revised v3 corrects a few typos in v
The Challenge of Believability in Video Games: Definitions, Agents Models and Imitation Learning
In this paper, we address the problem of creating believable agents (virtual
characters) in video games. We consider only one meaning of believability,
``giving the feeling of being controlled by a player'', and outline the problem
of its evaluation. We present several models for agents in games which can
produce believable behaviours, both from industry and research. For high level
of believability, learning and especially imitation learning seems to be the
way to go. We make a quick overview of different approaches to make video
games' agents learn from players. To conclude we propose a two-step method to
develop new models for believable agents. First we must find the criteria for
believability for our application and define an evaluation method. Then the
model and the learning algorithm can be designed
Extensive Games with Possibly Unaware Players
Standard game theory assumes that the structure of the game is common
knowledge among players. We relax this assumption by considering extensive
games where agents may be unaware of the complete structure of the game. In
particular, they may not be aware of moves that they and other agents can make.
We show how such games can be represented; the key idea is to describe the game
from the point of view of every agent at every node of the game tree. We
provide a generalization of Nash equilibrium and show that every game with
awareness has a generalized Nash equilibrium. Finally, we extend these results
to games with awareness of unawareness, where a player i may be aware that a
player j can make moves that i is not aware of, and to subjective games, where
payers may have no common knowledge regarding the actual game and their beliefs
are incompatible with a common prior.Comment: 45 pages, 3 figures, a preliminary version was presented at AAMAS0
Asymptotically Truthful Equilibrium Selection in Large Congestion Games
Studying games in the complete information model makes them analytically
tractable. However, large player interactions are more realistically
modeled as games of incomplete information, where players may know little to
nothing about the types of other players. Unfortunately, games in incomplete
information settings lose many of the nice properties of complete information
games: the quality of equilibria can become worse, the equilibria lose their
ex-post properties, and coordinating on an equilibrium becomes even more
difficult. Because of these problems, we would like to study games of
incomplete information, but still implement equilibria of the complete
information game induced by the (unknown) realized player types.
This problem was recently studied by Kearns et al. and solved in large games
by means of introducing a weak mediator: their mediator took as input reported
types of players, and output suggested actions which formed a correlated
equilibrium of the underlying game. Players had the option to play
independently of the mediator, or ignore its suggestions, but crucially, if
they decided to opt-in to the mediator, they did not have the power to lie
about their type. In this paper, we rectify this deficiency in the setting of
large congestion games. We give, in a sense, the weakest possible mediator: it
cannot enforce participation, verify types, or enforce its suggestions.
Moreover, our mediator implements a Nash equilibrium of the complete
information game. We show that it is an (asymptotic) ex-post equilibrium of the
incomplete information game for all players to use the mediator honestly, and
that when they do so, they end up playing an approximate Nash equilibrium of
the induced complete information game. In particular, truthful use of the
mediator is a Bayes-Nash equilibrium in any Bayesian game for any prior.Comment: The conference version of this paper appeared in EC 2014. This
manuscript has been merged and subsumed by the preprint "Robust Mediators in
Large Games": http://arxiv.org/abs/1512.0269
Uniform Strategies
We consider turn-based game arenas for which we investigate uniformity
properties of strategies. These properties involve bundles of plays, that arise
from some semantical motive. Typically, we can represent constraints on allowed
strategies, such as being observation-based. We propose a formal language to
specify uniformity properties and demonstrate its relevance by rephrasing
various known problems from the literature. Note that the ability to correlate
different plays cannot be achieved by any branching-time logic if not equipped
with an additional modality, so-called R in this contribution. We also study an
automated procedure to synthesize strategies subject to a uniformity property,
which strictly extends existing results based on, say standard temporal logics.
We exhibit a generic solution for the synthesis problem provided the bundles of
plays rely on any binary relation definable by a finite state transducer. This
solution yields a non-elementary procedure.Comment: (2012
- âŠ