1,173 research outputs found

    Matrix Game with Payoffs Represented by Triangular Dual Hesitant Fuzzy Numbers

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    Matrix Game with Payoffs RepresentedDue to the complexity of information or the inaccuracy of decision-makers’ cognition, it is difficult for experts to quantify the information accurately in the decision-making process. However, the integration of the fuzzy set and game theory provides a way to help decision makers solve the problem. This research aims to develop a methodology for solving matrix game with payoffs represented by triangular dual hesitant fuzzy numbers (TDHFNs). First, the definition of TDHFNs with their cut sets are presented. The inequality relations between two TDHFNs are also introduced. Second, the matrix game with payoffs represented by TDHFNs is investigated. Moreover, two TDHFNs programming models are transformed into two linear programming models to obtain the numerical solution of the proposed fuzzy matrix game. Furthermore, a case study is given to to illustrate the efficiency and applicability of the proposed methodology. Our results also demonstrate the advantage of the proposed concept of TDHFNs

    Playing strategically against nature? – Decisions viewed from a game-theoretic frame

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    Common research on decision-making investigates non-interdependent situations, i.e., “games against nature”. However, humans are social beings and many decisions are made in social settings, where they mutually influence each other, i.e., “strategic games”. Mathematical game theory gives a benchmark for rational decisions in such situations. The strategic character makes psychological decision-making more complex by introducing the outcomes for others as an additional attribute of that situation; it also broadens the field for potential coordination and cooperation problems. From an evolutionary point of view, behavior in strategic situations was at a competitive edge. This paper demonstrates that even in games against nature, people sometimes decide as if they were in a strategic game; it outlines theoretical and empirical consequences of such a shift of the frame. It examines whether some irrationalities of human decision-making might be explained by such a shift in grasping the situation. It concludes that the mixed strategies in games against nature demand a high expertise and can only be found in situations where these strategies improve the effects of minimax-strategies that are used in cases of risk-aversion.

    Lewis's notion of a convention

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    Essential conditions for evolution of communication within a species

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    A major obstacle in analyzing the evolution of information exchange and processing is our insufficient understanding of the underlying signaling and decision-making biological mechanisms. For instance, it is unclear why are humans unique in developing such extensive communication abilities. To treat this problem, a method based on the mutual information approach is developed that evaluates the information content of communication between interacting individuals through correlations of their behavior patterns (rather than calculating the information load of exchanged discrete signals, e.g. Shannon entropy). It predicts that correlated interactions of the indirect reciprocity type together with affective behavior and selection rules changing with time are necessary conditions for the emergence of significant information exchange. Population size variations accelerate this development. These results are supported by evidence of demographic bottlenecks, distinguishing human from other species' (e.g. apes) evolution line. They indicate as well new pathways for evolution of information based phenomena, such as intelligence and complexity.Comment: Final version to appear in Journal of Theoretical Biology, see DOI Extended introduction, notation is changed to fit the standar

    From signals to symbols: grounding language origins in communication games

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    Existe una versión modificada de este documento (depositada el 22/11/ 2006). http://www.ucm.es/eprints/5969/Depto. de Lingüística, Estudios Árabes, Hebreos y de Asia OrientalFac. de FilologíaTRUEunpu

    Communication and content

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    Communication and content presents a comprehensive and foundational account of meaning based on new versions of situation theory and game theory. The literal and implied meanings of an utterance are derived from first principles assuming little more than the partial rationality of interacting agents. New analyses of a number of diverse phenomena – a wide notion of ambiguity and content encompassing phonetics, syntax, semantics, pragmatics, and beyond, vagueness, convention and conventional meaning, indeterminacy, universality, the role of truth in communication, semantic change, translation, Frege’s puzzle of informative identities – are developed. Communication, speaker meaning, and reference are defined. Frege’s context and compositional principles are generalized and reconciled in a fixed-point principle, and a detailed critique of Grice, several aspects of Lewis, and some aspects of the Romantic conception of meaning are offered

    Communication and content

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    Communication and content presents a comprehensive and foundational account of meaning based on new versions of situation theory and game theory. The literal and implied meanings of an utterance are derived from first principles assuming little more than the partial rationality of interacting agents. New analyses of a number of diverse phenomena – a wide notion of ambiguity and content encompassing phonetics, syntax, semantics, pragmatics, and beyond, vagueness, convention and conventional meaning, indeterminacy, universality, the role of truth in communication, semantic change, translation, Frege’s puzzle of informative identities – are developed. Communication, speaker meaning, and reference are defined. Frege’s context and compositional principles are generalized and reconciled in a fixed-point principle, and a detailed critique of Grice, several aspects of Lewis, and some aspects of the Romantic conception of meaning are offered. Connections with other branches of linguistics, especially psycholinguistics, sociolinguistics, historical linguistics, and natural language processing, are explored. The book will be of interest to scholars in philosophy, linguistics, artificial intelligence, and cognitive science. It should also interest readers in related fields like literary and cultural theory and the social sciences

    Hacia la solución de juegos matriciales con incertidumbre difusa Tipo-2 a través de optimización lineal

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    This paper presents some theoretical and computing considerations about how to deal with fuzzy uncertainty in the parameters of the classical games model. Indeed, when multiple experts are involved in a game situation, then their opinions lead to have uncertainty since most of the times they are not agree to each others. This kind of uncertainty can be modeled using Type-2 fuzzy sets, which implies a specialized methods and sub-models.Some considerations about the use of Type-2 fuzzy sets and what does this imply when computing solutions, are presented. A general model which includes this kind of uncertainty is defi ned on the base of the extension principle and α-cuts representation theorem. A possible way for solving this model is glimpsed and put down for discussion and implementation.Este artículo presenta algunas consideraciones computacionales y teóricas acerca de cómo incluír incertidumbre difusa en los parámetros de un problema clásico de juegos. De hecho, cuando varios expertos están involucrados en un problema de juegos, todas sus opiniones llevan a pensar en una fuente incertidumbre, ya que muchas veces esos expertos no están de acuerdo entre sí. Ese tipo de incertidumbre puede modelarse mediante conjuntos difusos Tipo-2, lo que implica usar modelos y métodos especiales para llegar a una respuesta adecuada.Se presentan algunos aspectos importantes acerca del cálculo de soluciones en presencia de este tipo de incertidumbre. Un modelo general que incluye incertidumbre difusa Tipo-2 es presentado, el cual se basa en el principio de extensión y el teorema de representación de α-cortes. Un posible método de solución es puesto a consideración para discusión e implementación

    Fuzzy decision making system and the dynamics of business games

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    Effective and efficient strategic decision making is the backbone for the success of a business organisation among its competitors in a particular industry. The results of these decision making processes determine whether the business will continue to survive or not. In this thesis, fuzzy logic (FL) concepts and game theory are being used to model strategic decision making processes in business organisations. We generally modelled competition by business organisations in industries as games where each business organization is a player. A player formulates his own decisions by making strategic moves based on uncertain information he has gained about the opponents. This information relates to prevailing market demand, cost of production, marketing, consolidation efforts and other business variables. This uncertain information is being modelled using the concept of fuzzy logic. In this thesis, simulation experiments were run and results obtained in six different settings. The first experiment addresses the payoff of the fuzzy player in a typical duopoly system. The second analyses payoff in an n-player game which was used to model a perfect market competition with many players. It is an extension of the two-player game of a duopoly market which we considered in the first experiment. The third experiment used and analysed real data of companies in a case study. Here, we chose the competition between Coca-cola and PepsiCo companies who are major players in the beverage industry. Data were extracted from their published financial statements to validate our experiment. In the fourth experiment, we modelled competition in business networks with uncertain information and varying level of connectivity. We varied the level of interconnections (connectivity) among business units in the business networks and investigated how missing links affect the payoffs of players on the networks. We used the fifth experiment to model business competition as games on boards with possible constraints or restrictions and varying level of connectivity on the boards. We also investigated this for games with uncertain information. We varied the level of interconnections (connectivity) among the nodes on the boards and investigated how these a ect the payoffs of players that played on the boards. We principally used these experiments to investigate how the level of availability of vital infrastructures (such as road networks) in a particular location or region affects profitability of businesses in that particular region. The sixth experiment contains simulations in which we introduced the fuzzy game approach to wage negotiation in managing employers and employees (unions) relationships. The scheme proposes how employers and employees (unions) can successfully manage the deadlocks that usually accompany wage negotiations. In all cases, fuzzy rules are constructed that symbolise various rules and strategic variables that firms take into consideration before taken decisions. The models also include learning procedures that enable the agents to optimize these fuzzy rules and their decision processes. This is the main contribution of the thesis: a set of fuzzy models that include learning, and can be used to improve decision making in business
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