167,054 research outputs found

    A study of team cohesion and player satisfaction in two face-to-face games

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    In this paper we investigate the link between game rules, team cohesion and players’ satisfaction with their teams within face-to-face team-based games. To measure team cohesion, rules from two games were analysed from the perspective of Social Identity Theory in order to form a hypothesis as to which game would be more likely to lead to more cohesive teams, where team cohesion is measured by the extent to which each player identifies with their team. Player satisfaction was measured by looking at three factors: communication within the team, player outcome versus team outcome, and fairness. Significant differences were found in the team cohesion measure suggesting that, as predicted by Social Identity Theory, team cohesion can be fostered by game rules. Team cohesion also correlated positively with player satisfaction. Taken together, this suggests that for games in which team cohesion is an important part, game designers can incorporate game rules in such as a way as to increase the likelihood of both team cohesion and player satisfaction

    Arena: A General Evaluation Platform and Building Toolkit for Multi-Agent Intelligence

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    Learning agents that are not only capable of taking tests, but also innovating is becoming a hot topic in AI. One of the most promising paths towards this vision is multi-agent learning, where agents act as the environment for each other, and improving each agent means proposing new problems for others. However, existing evaluation platforms are either not compatible with multi-agent settings, or limited to a specific game. That is, there is not yet a general evaluation platform for research on multi-agent intelligence. To this end, we introduce Arena, a general evaluation platform for multi-agent intelligence with 35 games of diverse logics and representations. Furthermore, multi-agent intelligence is still at the stage where many problems remain unexplored. Therefore, we provide a building toolkit for researchers to easily invent and build novel multi-agent problems from the provided game set based on a GUI-configurable social tree and five basic multi-agent reward schemes. Finally, we provide Python implementations of five state-of-the-art deep multi-agent reinforcement learning baselines. Along with the baseline implementations, we release a set of 100 best agents/teams that we can train with different training schemes for each game, as the base for evaluating agents with population performance. As such, the research community can perform comparisons under a stable and uniform standard. All the implementations and accompanied tutorials have been open-sourced for the community at https://sites.google.com/view/arena-unity/

    Emerging properties of financial time series in the “Game of Life”

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    We explore the spatial complexity of Conway’s “Game of Life,” a prototypical cellular automaton by means of a geometrical procedure generating a two-dimensional random walk from a bidimensional lattice with periodical boundaries. The one-dimensional projection of this process is analyzed and it turns out that some of its statistical properties resemble the so-called stylized facts observed in financial time series. The scope and meaning of this result are discussed from the viewpoint of complex systems. In particular, we stress how the supposed peculiarities of financial time series are, often, overrated in their importance

    Efficiency with Endogenous Population Growth

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    In this paper, we generalize the notion of Pareto-efficiency to make it applicable to environments with endogenous populations. Two efficiency concepts are proposed, P-efficiency and A-efficiency. The two concepts differ in how they treat potential agents that are not born. We show that these concepts are closely related to the notion of Pareto-efficiency when fertility is exogenous. We then prove versions of the first welfare theorem assuming that decision making is efficient within the dynasty. We discuss two sets of sufficient conditions for noncooperative equilibria of family decision problems to be efficient. These include the Barro and Becker model as a special case. Finally, we study examples of equilibrium settings in which fertility decisions are not efficient, and classify them into ones where inefficiencies arise inside the family and ones where they arise across families.pareto optimality, first welfare theorem, fertility, dynasty, altruism

    Efficiency with Endogenous Population Growth

    Get PDF
    In this paper, we generalize the notion of Pareto-efficiency to make it applicable to environments with endogenous populations. Two efficiency concepts are proposed, P-efficiency and A-efficiency. The two concepts differ in how they treat people who are not born. We show how these concepts relate to the notion of Pareto-efficiency when fertility is exogenous. We then prove versions of the first welfare theorem assuming that decision making is efficient within the dynasty. Finally, we give two sets of sufficient conditions for non-cooperative equilibria of family decision problems to be efficient. These include the Barro and Becker model as a special case.
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