Current Issue : October - December Volume : 2018 Issue Number : 4 Articles : 5 Articles
We discuss the strategy that rational agents can use to maximize their expected long-term\npayoff in the co-action minority game. We argue that the agents will try to get into a cyclic state,\nwhere each of the (2N + 1) agents wins exactly N times in any continuous stretch of (2N + 1)\ndays. We propose and analyse a strategy for reaching such a cyclic state quickly, when any direct\ncommunication between agents is not allowed, and only the publicly available common information\nis the record of total number of people choosing the first restaurant in the past. We determine\nexactly the average time required to reach the periodic state for this strategy. We show that it\nvaries as (N/ ln2)[1 + Ã?± cos(2Ãâ?¬ log2 N)], for large N, where the amplitude Ã?± of the leading term in\nthe log-periodic oscillations is found be 8Ãâ?¬2\n(ln 2)2 exp (âË?â??2Ãâ?¬2/ ln2) ââ?°Ë? 7 Ã?â?? 10âË?â??11....
Facial analysis is a promising approach to detect emotions of players unobtrusively; however approaches are commonly evaluated\nin contexts not related to games or facial cues are derived from models not designed for analysis of emotions during interactions\nwith games. We present a method for automated analysis of facial cues from videos as a potential tool for detecting stress and\nboredom of players behaving naturally while playing games. Computer vision is used to automatically and unobtrusively extract\n7 facial features aimed at detecting the activity of a set of facial muscles. Features are mainly based on the Euclidean distance of\nfacial landmarks and do not rely on predefined facial expressions, training of a model, or the use of facial standards. An empirical\nevaluation was conducted on video recordings of an experiment involving games as emotion elicitation sources. Results show\nstatistically significant differences in the values of facial features during boring and stressful periods of gameplay for 5 of the 7\nfeatures.We believe our approach is more user-tailored, convenient, and better suited for contexts involving games....
Public goods games often assume that the effect of the public good is a linear function of the\nnumber of contributions. In many cases, however, especially in biology, public goods have nonlinear\neffects, and nonlinear games are known to have dynamics and equilibria that can differ dramatically\nfrom linear games. Here I explain how to analyze nonlinear public goods games using the properties\nof Bernstein polynomials, and how to approximate the equilibria. I use mainly examples from the\nevolutionary game theory of cancer, but the approach can be used for a wide range of nonlinear\npublic goods games....
The question, the Fragestellung, which drives this paper is, can football video-games be\nanalyzed from a religious perspective? We can answer positively, at least, provisionally. First, in\norder to demonstrate our approach, we will take into account the different conceptions on play\ndrawn along sociological theories. Second, we will analyze Francis M. Cornfordââ?¬â?¢s contribution to\nthe already forgotten but essential work by Jane Ellen Harrison, Themis: The Social Origins of the\nGreek Religion, in which he established an elective affinity between the origin of the Olympic Games\nand the annual ritual dedicated to the Daimon-God Dionysus, in which he was elected the best\nKouros (Young hero-King) of the year. At the very beginning, play, ritual, and competitive games\n(helped by self-reflexivity as well as collective reflexivity) were united, and that constellation is still\nthere in modern times with the creation of modern sport. Third, in modern advanced societies the\nfootball game-sport creates meaning, and succeeded throughout two main processes such as the\nsportification and progressive rationalization of violence. Fourth, we built an ideal type of two\ncompeting strategies, in which created a new type of hero, the sports hero, the modern celebrity.\nFinally, fifth, we analyze how in our digitalized societies the football videogames are a sort of play on\nthe play of which comes out a religious transcendence associated with it, ââ?¬Å?Throughout the videogame\nI become myself in my idolââ?¬Â. We explain this comparing two ideal types, the Dionysian-Messi versus\nthe Apollonian-Ronaldo....
The main research issue of this article is to determine the extent to which Western\nesotericism influences the formation of computer game plots. The methodological framework is the\noccultural bricolage theory (C. Partridge). This article looks at how the paranormal is represented in\nthe game ââ?¬Å?Gray Matterââ?¬Â, created by J. Jensen. Jensen has always used occult bricolage as the main\nmethod for creating her games, but in ââ?¬Å?Gray Matterââ?¬Â this method is perfected. Although the game\nplot is built around paranormal events, they are not given any unambiguous interpretation; their\nstatus is the main question of the game. There are three answers to this question. The first answer\nis the beliefs of Sam Everett, a girl magician who does not believe in the supernatural. The second\nanswer is the research of Dr. Styles, a neurobiologist convinced that the mind is an energy that can be\nobjectified after death. The third answer is the theory of Dr. Ramusskin, a psi-phenomena specialist,\nwho believes that super-abilities are real, and that spirits and the afterlife exist. It is the last answer\nthat Jensen promotes in creating the game. The basis of ââ?¬Å?Gray matterââ?¬Â is a bricolage of Stephen King,\nthe works of the Society for Psychical Research, works on parapsychology and the debates around\npsi-phenomena in neuropsychology....
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