980 resultados para Games theory


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This paper examines the remarkable and unexplored correspondence between games (and board games in particular) and what is commonly understood as theory in the social sciences. It argues that games exhibit many if not most of the attributes of theory, but that theory is missing some of the features of games. As such, game provide a way of rethinking what we mean by theory and theorizing. Specifically, games and their relationship with the ‘real’ world, provide a way of thinking about theory and theorizing that is consistent with recent calls to frame social inquiry around the concept of phrónēsis.

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The relation between theory and practice in social work has always been controversial. Recently, many have underlined how language is crucial in order to capture how knowledge is used in practice. This article introduces a language perspective to the issue, rooted in the ‘strong programme’ in the sociology of knowledge and in Wittgenstein’s late work. According to this perspective, the meaning of categories and concepts corresponds to the use that concrete actors make of them as a result of on-going negotiation processes in specific contexts. Meanings may vary dramatically across social groups moved by different interests and holding different cultures. Accordingly, we may reformulate the issue of theory and practice in terms of the connections between different language games and power relationship between segments of the professional community. In this view, the point is anyway to look at how theoretical language relates to practitioners’ broader frames, and how it is transformed while providing words for making sense of experience.

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Tutkielman tarkoituksena oli soveltaa toistetun pelin teoria- ja empiriapohjaa suomalaiseen tutkimusaineistoon. Kartellin toimintadynamiikka on mallinnettu peliteorian osa-alueen, toistetun pelin kentäksi. Toistetussa pelissä samaa, kerran pelattua peliä pelataan useita kierroksia. Äärettömästi toistetusta pelistä muodostuu toistetun pelin yleinen teoria (The Folk Theorem), jossa jokaisella pelaajalla on yksilöllisesti rationaalinen käytössykli. Toisen pelaajan kanssa tehty yhteistyö kasvattaa pelaajan käytössykliltä kertyvää kokonaishyötyä. Kartellitutkimuksessa ei voi ohittaa oikeustieteellistä näkökulmaa, joten sekin on tiivistetysti mukana esityksessä. Äänettömässä tai implisiittisessä kartellissa ( tacit collusion ) ei avoimen kartellin tavoin ole osapuolten välistä kommunikointia, mutta sen lopputulos on sama. Tästä syystä äänetön kartelli on yhdenmukaistettuna käytöksenä kielletty. Koska myös tunnusmerkit ovat osin samat, kartellitutkimus on saanut arvokasta mittausaineistoa paljastuneiden kartellien käytöksestä. Pelkkään hintatiedostoonkin perustuvalla tutkimuksella on vankka teoreettinen ja empiirinen pohja. Oikeuskirjallisuudessa ja käytännössä hintayhteneväisyyden on yhdessä muiden tunnusmerkkien kanssa katsottu olevan indisio kartellista. Bensiinin vähittäismyyntimarkkinat ovat rakenteellisesti otollinen kenttä toistetulle pelille. Tutkielman empiirisessä osuudessa kohteena olivat pääkaupunkiseudun bensiinin vähittäismyyntimarkkinat ja tiedosto sisälsi otoksia hinta-aikasarjoista ajalta 1.8.2004 - 30.6.2005 kaikkiaan 116:ltä jakeluasemalta Espoosta, Helsingistä ja Vantaalta. Tutkimusmenetelmänä oli toistettujen mittausten varianssianalyysi post hoc-vertailuin. Tilastollisesti merkitsevä hinnoitteluyhtenevyys lähellä sijaitsevien asemien kesken löytyi 47 asemalta, ja näin ollen näillä asemilla on yksi kartellin tunnusmerkeistä. Hinnoitteluyhtenevyyden omaavat asemat muodostivat liikenneyhteyksien mukaan jaetuilla kilpailualueillaan ryhmittymiä ja kaikkiaan tällaisia yhtenevästi hinnoittelevia ryhmittymiä oli 21. Näistä ryhmittymistä 9 oli ns. sekapareja eli osapuolina olivat kylmäasema ja liikenneasema. Useimmissa tapauksissa oli kyseessä alueensa kalleimmin hinnoitteleva kylmäasema. Tutkielman tärkeimmät lähteet: Abrantes-Metz, Rosa M. – Froeb, Luke M. – Geweke, John F. – Taylor, Cristopher T. (2005): A Variance screen for collusion. Working paper no. 275, Bureau of economics, Federal Trade Commission, Washington DC 20580. Dutta, Prajit K. (1999): Strategies and Games, Theory and Practice. The MIT Press, Cambridge, Massachusetts, London, England. Harrington, Joseph E. (2004): Detecting cartels. Working paper. John Hopkins University. Ivaldi, Marc – Jullien, Bruno – Rey, Patric – Seabright, Paul – Tirole, Jean (2003): The Economics of Tacit Collusion. EU:n komission kilpailun pääosaston julkaisu. Phlips, Louis (1996): On the detection of collusion and predation. European Economic Review 40 (1996), 495–510.

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A partir de una breve pero sustanciosa introducción de las diferencias entre palestinos e israelíes, el autor analiza a través del uso de la teoría de juegos el escenario formado en el proceso de paz palestino-israelí. Una interrogante que el autor trata de esclarecer a lo largo de su trabajo es la posibilidad de alcanzar la paz entre ambos bandos, si los actores considerados por la teoría de juegos como racionales, actúan de manera cooperativa al interactuar.-----Starting with a short but thorough introduction of the differences between Palestinians and Israelis, the author analyzes through the games theory the scenario set up during the Palestinian-Israeli peace process. The question the author tries to solve along his paper is the possibility for both sides to reach the peace, if the actors considered by the games theory as rational act on a cooperative way when interacting.

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Pretende-se no presente trabalho avaliar a gestão do processo de negociação complexa da 5ª Conferência Ministerial da Organização Mundial do Comércio em Cancún, ocorrida entre os dias 10 e 14 de setembro de 2003, no México, apontando os problemas e questões que resultaram no colapso de um possível acordo. O futuro da OMC é incerto e mudanças traumáticas sofridas por muitos países que vivem sob as regras da OMC indicam que alguma coisa na OMC terá que mudar, principalmente nos processos de negociação complexa, de forma que a integridade da organização não seja comprometida. Buscou-se respostas na análise e avaliação da gestão do processo de negociação, estudando e pesquisando os conceitos de barganha posicional, detalhando o processo de negociação baseado em princípios, explorando em profundidade o estado da arte para gestão de conversas difíceis. Dissecando a questão dos conflitos e das coalizões, mostrando a dificuldade existente na resolução de disputas públicas e no uso de instrumentos para quebrar o impasse nas negociações buscou-se estabelecer o instrumental teórico que possibilitasse aprofundar o diagnóstico da situação atual na OMC. Como recomendação explorou-se a avaliação de conflitos, com base na eficiência - teoria dos jogos-, justiça e na eqüidade, a melhor forma de negociação baseada em princípios, de gestão de público demandante, no diálogo dos multistakeholders, a importância das conversas informais paralelas, o ambiente da complexidade e a visão ampla que proporciona o enfoque do funcionamento de sistemas decisórios autopoiéticos.

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Intendding to understand how the human mind operates, some philosophers and psycologists began to study about rationality. Theories were built from those studies and nowadays that interest have been extended to many other areas such as computing engineering and computing science, but with a minimal distinction at its goal: to understand the mind operational proccess and apply it on agents modelling to become possible the implementation (of softwares or hardwares) with the agent-oriented paradigm where agents are able to deliberate their own plans of actions. In computing science, the sub-area of multiagents systems has progressed using several works concerning artificial intelligence, computational logic, distributed systems, games theory and even philosophy and psycology. This present work hopes to show how it can be get a logical formalisation extention of a rational agents architecture model called BDI (based in a philosophic Bratman s Theory) in which agents are capable to deliberate actions from its beliefs, desires and intentions. The formalisation of this model is called BDI logic and it is a modal logic (in general it is a branching time logic) with three access relations: B, D and I. And here, it will show two possible extentions that tranform BDI logic in a modal-fuzzy logic where the formulae and the access relations can be evaluated by values from the interval [0,1]

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Pós-graduação em Ciências Sociais - FFC

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dall'avvento della liberalizzazione, aeroporti e vettori hanno vissuto cambiamenti. Il maggior miglioramneto nella gestione degli aeroporti è una gestione più commerciale ed efficiente. Le forme di regolazione economica e le caratteristiche della gestione manageriale sono state indagate. Dodici paesi sono stati scelti per indagare la situazione del trasporto aereo mondiale, fra questi sia paesi con un sistema maturo sia paesi emergenti. La distribuzione del traffico è stata analizzata con l'indice HHI per evidenziare aeroporti con concentrazione maggiore di 0,25 (in accordo con la normativa statunitense); il sistema aeroportuale è stato analizzato con l'indice di Gini e con l'indice di dominanza. Infine, la teoria dei giochi si è dimostrata un valido supporto per studiare il mercato del trasporto aereo anche con l'uso di giochi di tipo DP

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A teoria de jogos modela estratégias entre agentes (jogadores), os quais possuem recompensas ao fim do jogo conforme suas ações. O melhor par de estratégias para os jogadores constitui uma solução de equilíbrio. Porém, nem sempre se consegue estimar os dados do problema. Diante disso, os parâmetros incertos presentes em modelos de jogos são formalizados pela teoria fuzzy. Assim, a teoria fuzzy auxilia a teoria de jogos, formando jogos fuzzy. Dessa forma, parâmetros, como as recompensas, tornam-se números fuzzy. Mais ainda, quando há incerteza na representação desses números fuzzy utilizam-se os números fuzzy intervalares. Então, neste trabalho modelos de jogos fuzzy intervalares são analisados e métodos computacionais são desenvolvidos para a resolução desses jogos. Por fim, realizam-se simulações de programação linear para observar melhor a aplicação das teorias estudadas e avaliar a proposta.

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The expansion of creative and cultural industries has provided a rich source for theoretical claims and commentary. Much of this reproduces and extends the idea that autonomy is the defining feature of both enterprises and workers. Drawing on evidence from research into Australian development studios in the global digital games industry, the article interrogates claims concerning autonomy and related issues of insecurity and intensity, skill and specialisation, work–play boundaries, identity and attachments. In seeking to reconnect changes in creative labour to the wider production environment and political economy, an argument is advanced that autonomy is deeply contextual and contested as a dimension of the processes of capturing value for firms and workers.

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Tony Mann provides a review of the book: Theory of Games and Economic Behavior, John von Neumann and Oskar Morgenstern, Princeton University Press, 1944.

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For the past few decades, researchers have increased our understanding of how sound functions within various audio–visual media formats. With a different focus in mind, this study aims to identify the roles and functions of sound in relation to the game form Audio Games, in order to explore the potential of sound when acting as an autonomous narrative form. Because this is still a relatively unexplored research field, the main purpose of this study is to help establish a theoretical ground and stimulate further research within the field of audio games. By adopting an interdisciplinary approach to the topic, this research relies on theoretical studies, examinations of audio games and contact with the audio game community. In order to reveal the roles of sound, the gathered data is analyzed according to both a contextual and a functional perspective. The research shows that a distinction between the terms ‘function’ and ‘role’ is important when analyzing sound in digital games. The analysis therefore results in the identification of two analytical levels that help define the functions and roles of an entity within a social context, named the Functional and the Interfunctional levels. In addition to successfully identifying three main roles of sound within audio games—each describing the relationship between sound and the entities game system, player and virtual environment—many other issues are also addressed. Consequently, and in accordance with its purpose, this study provides a broad foundation for further research of sound in both audio games and video games.

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Researchers have long believed the concept of "excitement" in games to be subjective and difficult to measure. This paper presents the development of a mathematically computable index that measures the concept from the viewpoint of an audience and from that of a player. One of the key aspects of the index is the differential of the probability of "winning" before and after one specific "play" in a given game. The index makes a large contribution to the study of games and enables researchers to compare and analyze the “excitement” of various games. It may be applied in many fields, especially the area of welfare economics, and applications may range from those related to allocative efficiency to axioms of justice and equity.

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We examine decision making in two-person extensive form game trees using nine treatments that vary matching protocol, payoffs, and payoff information. Our objective is to establish replicable principles of cooperative versus noncooperative behavior that involve the use of signaling, reciprocity, and backward induction strategies, depending on the availability of dominated direct punishing strategies and the probability of repeated interaction with the same partner. Contrary to the predictions of game theory, we find substantial support for cooperation under complete information even in various single-play treatments.