6 research outputs found
The laced interactive games and their a posteriori analysis
An important class of differential interactive games, namely, one of the
laced interactive games is considered. A posteriori analysis of such games
(including the virtual a posteriori decomposition of a collective control) is
discussed. Approximations of the laced interactive games by the ordinary
differential games, the frozen feedback approximation and the retarded control
approximation, are constructed. Applications are briefly specified.Comment: revised version - minor additions (ref.[7] and rem.7
Interactive games, dialogues and the verbalization
The note is devoted to an interactive game theoretic formalization of
dialogues as psycholinguistic phenomena and the unraveling of a hidden dialogue
structure of 2-person differential interactive games. In the field-theoretic
description of interactive games the dialogues are defined naively as
interactive games of discrete time with intention fields of continuous time;
the correct mathematical formulation is proposed. The states and the controls
of a dialogue correspond to the speech whereas the intention fields describe
the understanding. In the case of dialogues the main inverse problem is to
describe geometrical and algebraical properties of the understanding. On the
other hand, a precise mathematical definition of dialogues allows to formulate
a problem of the unraveling of a hidden dialogue structure of any 2-person
differential interactive game. Such procedure is called the verbalization. It
means that the states of a differential interactive game are interpreted as
intention fields of a hidden dialogue and the problem is to describe such
dialogue completely. If a 2-person differential interactive game is
verbalizable one is able to consider many linguistic (e.g. the formal grammar
of a related hidden dialogue) or psycholinguistic (e.g. the dynamical
correlation of various implications) aspects of it
Caleidoscope-roulette: the resonance phenomena in perception games
Kaleidoscope-roulettes, a proper class of perception games, is described.
Kaleidoscope-roulette is defined as a perception and, hence, verbalizable
interactive game, whose hidden dialogue consists of quasirandom sequences of
``words''. The resonance phenomena in such games and their controlling are
discussed.Comment: 7 pages, AMSTE
Games, predictions, interactivity
This short note is devoted to the unraveling of the hidden interactivity of
ordinary games which is an artefact of predictions of the behaviour of other
players by the fixed player and describes deviations of their real behaviour
from such predictions. A method to improve the predictions is proposed.
Applications to the strategical analysis of interactive games are also briefly
specified.Comment: 6 pages, AMSTE
Tactical games & behavioral self-organization
The interactive game theoretical approach to tactics and behavioral
self-organization is developed. Though it uses the interactive game theoretical
formalization of dialogues as psycholinguistic phenomena, the crucial role is
played by the essentially new concept of a tactical game. Applications to the
perception processes and related subjects (memory, recollection, image
understanding, imagination) are discussed together with relations to the
computer vision and pattern recognition (the dynamical formation of patterns
and perception models during perception as a result of its self-organization)
and computer games (modelling of the tactical behavior and self-organization,
tactical RPG and elaboration of new tactical game techniques). The appendix is
devoted to the operative computer games and the user programming of operative
units in a multi-user online operative computer game.Comment: AMSTEX, 17 page
The laced interactive games and their a posteriori analysis. E-print: math.OC/9901043; Differential interactive games: The short-term predictions. E-print: math.OC/9901074
The mathematical formalism of interactive games, which extends one of ordinary differential games [1] and is based on the concept of an interactive control, was proposed by the author [2] to take into account the complex composition of controls of a real human person, which are often complicated couplings of his/her cognitive and known controls with the unknown subconscious behavioral reactions of the human organism of this person on them. A posteriori analysis of the interactive games is of an interest as from the internal point of view as providing a way to unravel the structure of the so-called intention fields, one of the main concept of the field-theoretic description of the interactive games [2], which interactions are explicated by the game. To my mind one of the important examples of an intention field is provided by the so-called “chi ” of the Chineese tradition, intensively explored in Chi Kung or Feng Shui (see e.g. the book [3], where the exposition of the main basic ideas of Chi Kung is presented in the most systematic form). On the other hand an investigation of the structure of intention fields is very important for the elaboration of systems of the accelerate