10 research outputs found

    Understanding responses to environments for the Prisoner's Dilemma: A meta analysis, multidimensional optimisation and machine learning approach

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    This thesis investigates the behaviour that Iterated Prisonerā€™s Dilemma strategies should adopt as a response to diļ¬€erent environments. The Iterated Prisonerā€™s Dilemma (IPD) is a particular topic of game theory that has attracted academic attention due to its applications in the understanding of the balance between cooperation and com petition in social and biological settings. This thesis uses a variety of mathematical and computational ļ¬elds such as linear al gebra, research software engineering, data mining, network theory, natural language processing, data analysis, mathematical optimisation, resultant theory, markov mod elling, agent based simulation, heuristics and machine learning. The literature around the IPD has been exploring the performance of strategies in the game for years. The results of this thesis contribute to the discussion of successful performances using various novel approaches. Initially, this thesis evaluates the performance of 195 strategies in 45,600 computer tournaments. A large portion of the 195 strategies are drawn from the known and named strategies in the IPD literature, including many previous tournament winners. The 45,600 computer tournaments include tournament variations such as tournaments with noise, probabilistic match length, and both noise and probabilistic match length. This diversity of strategies and tournament types has resulted in the largest and most diverse collection of computer tournaments in the ļ¬eld. The impact of features on the performance of the 195 strategies is evaluated using modern machine learning and statistical techniques. The results reinforce the idea that there are properties associated with success, these are: be nice, be provocable and generous, be a little envious, be clever, and adapt to the environment. Secondly, this thesis explores well performed behaviour focused on a speciļ¬c set of IPD strategies called memory-one, and speciļ¬cally a subset of them that are considered extortionate. These strategies have gained much attention in the research ļ¬eld and have been acclaimed for their performance against single opponents. This thesis uses mathematical modelling to explore the best responses to a collection of memory-one strategies as a multidimensional non-linear optimisation problem, and the beneļ¬ts of extortionate/manipulative behaviour. The results contribute to the discussion that behaving in an extortionate way is not the optimal play in the IPD, and provide evidence that memory-one strategies suļ¬€er from their limited memory in multi agent interactions and can be out performed by longer memory strategies. Following this, the thesis investigates best response strategies in the form of static sequences of moves. It introduces an evolutionary algorithm which can successfully identify best response sequences, and uses a list of 192 opponents to generate a large data set of best response sequences. This data set is then used to train a type of recurrent neural network called the long short-term memory network, which have not gained much attention in the literature. A number of long short-term memory networks are trained to predict the actions of the best response sequences. The trained networks are used to introduce a total of 24 new IPD strategies which were shown to successfully win standard tournaments. From this research the following conclusions are made: there is not a single best strategy in the IPD for varying environments, however, there are properties associated with the strategiesā€™ success distinct to diļ¬€erent environments. These properties reinforce and contradict well established results. They include being nice, opening with cooperation, being a little envious, being complex, adapting to the environment and using longer memory when possible

    Using MapReduce Streaming for Distributed Life Simulation on the Cloud

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    Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conwayā€™s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MRā€™s applicability to a-life simulations and general enough to make our results applicable to various lattice-based a-life models. We implement and empirically evaluate our algorithmsā€™ performance on Amazonā€™s Elastic MR cloud. Our experiments demonstrate that a single MR optimization technique called strip partitioning can reduce the execution time of continuous life simulations by 64%. To the best of our knowledge, we are the first to propose and evaluate MR streaming algorithms for lattice-based simulations. Our algorithms can serve as prototypes in the development of novel MR simulation algorithms for large-scale lattice-based a-life models.https://digitalcommons.chapman.edu/scs_books/1014/thumbnail.jp

    Nice Invincible Strategy for the Average-Payoff IPD

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    The Iterated Prisoner's Dilemma (IPD) is a well-known benchmark for studying the long term behaviours of rational agents. Many well-known strategies have been studied, from the simple tit-for-tat (TFT) to more involved ones like zero determinant and extortionate strategies studied recently by Press and Dyson. In this paper, we consider what we call invincible strategies. These are ones that will never lose against any other strategy in terms of average payoff in the limit. We provide a simple characterization of this class of strategies, and show that invincible strategies can also be nice. We discuss its relationship with some important strategies and generalize our results to some typical repeated 2x2 games. It's known that experimentally, nice strategies like the TFT and extortionate ones can act as catalysts for the evolution of cooperation. Our experiments show that this is also the case for some invincible strategies that are neither nice nor extortionate

    Nice Invincible Strategy for the Average-Payoff IPD

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    The Evolution of Architectural Pedagogy in the Age of Information: Advancing technologies and their implementation in architectural pedagogies

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    abstract: The contemporary architectural pedagogy is far removed from its ancestry: the classical Beaux-Arts and polytechnic schools of the 19th century and the Bauhaus and Vkhutemas models of the modern period. Today, the "digital" has invaded the academy and shapes pedagogical practices, epistemologies, and ontologies within it, and this invasion is reflected in teaching practices, principles, and tools. Much of this digital integration goes unremarked and may not even be explicitly taught. In this qualitative research project, interviews with 18 leading architecture lecturers, professors, and deans from programs across the United States were conducted. These interviews focused on advanced practices of digital architecture, such as the use of digital tools, and how these practices are viewed. These interviews yielded a wealth of information about the uses (and abuses) of advanced digital technologies within the architectural academy, and the results were analyzed using the methods of phenomenology and grounded theory. Most schools use digital technologies to some extent, although this extent varies greatly. While some schools have abandoned hand-drawing and other hand-based craft almost entirely, others have retained traditional techniques and use digital technologies sparingly. Reasons for using digital design processes include industry pressure as well as the increased ability to solve problems and the speed with which they could be solved. Despite the prevalence of digital design, most programs did not teach related design software explicitly, if at all, instead requiring students (especially graduate students) to learn to use them outside the design studio. Some of the problems with digital design identified in the interviews include social problems such as alienation as well as issues like understanding scale and embodiment of skill.Dissertation/ThesisPh.D. Design 201

    Producer co-operatives in market systems : a case study of the Scottish Daily News in the context of the political economy of the press

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    This work is a study of power and control in industry, and focusses upon the possibility of radical democratic innovations in control. In particular the problems of producer co-operatives in market systems are examined. Volume I presents a detailed analysis of the Scottish Daily News workers' Co-operative, and seeks to isolate the reasons for the abrupt failure of the enterprise. Volume II examines the political economy of the press, and the difficulties to be encountered by any attempt to launch a noncommercial newspaper committed to radical politics. Volume III presents a review of the historical development of producer co-operatives, case studies of the two other co-operatives launched with the assistance of Department of Industry funds in 1975, KME and Triumph Meriden, discusses contemporary co-operative theory, and considers the extent of current co-operative development
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