scholarly journals An abstract approach to reasoning about games with mistaken and changing beliefs

Author(s):  
Benedikt Löwe ◽  
Eric Pacuit

We do not believe that logic is the sole answer to deep and intriguing questions about human behaviour, but we think that it might be a useful tool in simulating and understanding it to a certain degree and in specifically restricted areas of application. We do not aim to resolve the question of what rational behaviour in games with mistaken and changing beliefs is. Rather, we develop a formal and abstract framework that allows us to reason about behaviour in games with mistaken and changing beliefs leaving aside normative questions concerning whether the agents are behaving “rationally”; we focus on what agents do in a game. In this paper, we are not concerned with the reasoning process of the (ideal) economic agent; rather, our intended application is artificial agents, e.g., autonomous agents interacting with a human user or with each other as part of a computer game or in a virtual world. We give a story of mistaken beliefs that is a typical example of the situation in which we should want our formal setting to be applied. Then we give the definitions for our formal system and how to use this setting to get a backward induction solution. We then apply our semantics to the story related earlier and give an analysis of it. Our final section contains a discussion of related work and future projects. We discuss the advantages of our approach over existing approaches and indicate how it can be connected to the existing literature.

Electronics ◽  
2021 ◽  
Vol 10 (9) ◽  
pp. 1105
Author(s):  
Antonio D. Martinez-Perez ◽  
Francisco Aznar ◽  
Guillermo Royo ◽  
Santiago Celma

In the current state of the art, WiFi-alike standards require achieving a high Image Rejection Ratio (IRR) while having low power consumption. Thus, quadrature structures based on passive ring mixers offer an attractive and widely used solution, as they can achieve a high IRR while being a passive block. However, it is not easy for the designer to know when a simple quadrature scheme is enough and when they should aim for a double quadrature structure approach, as the latter can improve the performance at the cost of requiring more area and complexity. This study focuses on the IRR, which crucially depends on the symmetry between the I and Q branches. Non-idealities (component mismatches, parasitics, etc.) will degrade the ideal balance by affecting the mixer and/or following/previous stages. This paper analyses the effect of imbalances, providing the constraints for obtaining a 40 dB IRR in the case of a conversion from a one-hundred-megahertz signal to the five-gigahertz range (upconversion) and vice versa (downconversion) for simple and double quadrature schemes. All simulations were carried out with complete device models from 65 nm standard CMOS technology and also a post-layout Monte Carlo analysis was included for mismatch analysis. The final section includes guidelines to help designers choose the most adequate scheme for each case.


AJS Review ◽  
2001 ◽  
Vol 25 (1) ◽  
pp. 1-24 ◽  
Author(s):  
Zachary Braiterman

In the following pages, I will address the relationship between Jewish thought and aesthetics by bringing Joseph Soloveitchik into conversation with Immanuel Kant, whose Critique of Judgment remains an imposing monument in the history of philosophical aesthetics. While Buber and Rosenzweig may have been more accomplished aesthetes, Soloveitchik's aesthetic proves closer to Kant's own. In particular, I draw upon the latter's distinction between the beautiful and the sublime and the notion of a form of indeterminate purposiveness without determinate purpose. I will relate these three figures to Soloveitcchik's understanding of halakhah and to the ideal of performing commandments for their own sake (li-shemah). The model of mitzvah advanced by this comparison is quintessentially modern: an autonomous, self-contained, formal system that does not (immediately) point to extraneous goods, such as spiritual enlightenment, personal morality, or social ethics. The good presupposed by this system proves first and foremost “aesthetic.” That is, immanent to the system. Supererogatory goods enter into the picture only afterward as second-order effects.


2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Junko Iwahashi ◽  
Yoshiharu Nishioka ◽  
Daisaku Kawabata ◽  
Akinobu Ando ◽  
Hiroshi Une

<p><strong>Abstract.</strong> The purpose of this research is to give children a geographical viewpoint, and to encourage an interest in, and awareness of, landforms and geology. We created a system based on an exploration type computer game and verified the educational effects. Moreover, we aim to reach not only the virtual aspect but we also have a goal of creating interest in the actual field. As a secondary effect, by using a computer game that attracts children’s interest, we aim to make the experience of solving issues subjective and active even if the player is a passive child, a child with little inquiry, or a child who is not adept at self-assertion. With this new approach, we also hope to interact with young generations who usually do not interact with researchers.</p><p>Many thematic maps of geography and geology are already published on the Web. They are popular among those who need to collect and view the information for some reason or with those who are interested in observing topographic maps and are interested in geology. However, in particular, the approach to children who do not have such motivation needs one more step: a mechanism to induce an inquiring mind, and a mechanism that leads to finding the information and having interest in the real field.</p><p>The platform of this research is Minecraft Education Edition (Mojang/Microsoft). Minecraft is very popular game software which has exceeded one hundred million users worldwide in recent years, and in Japan there are many elementary and junior high school student enthusiasts of Minecraft. In the game a user explores a virtual world made of cubic blocks. The blocks imitate vegetation, rock formations, and other items, and can create various puzzles. In recent years, the release of the Education Edition assumes use in classrooms.</p><p>In this research, we have constructed a virtual world tailored to a specific junior high school which teaches science classes to first grade students. First, we re-created the actual school buildings and also included the underground geologic strata based on data from boring. In addition, we created a mechanism to expand children’s imagination and knowledge about past environments which can be understood from the geological strata. We also provided checkpoints and gave challenges regarding knowledge about the formation of the land. Together with this modern world, we created ancient virtual worlds so users may understand the geological history around the school’s location.</p><p>Through the experience of this research, we were able to confirm the mechanisms for promoting motivation in children and aiding their understanding of science. It can be applied to systems other than Minecraft, and it can contribute to educational support in a wide variety of fields.</p>


2006 ◽  
Vol 5 (3) ◽  
pp. 53-58 ◽  
Author(s):  
Roger K. C. Tan ◽  
Adrian David Cheok ◽  
James K. S. Teh

For better or worse, technological advancement has changed the world to the extent that at a professional level demands from the working executive required more hours either in the office or on business trips, on a social level the population (especially the younger generation) are glued to the computer either playing video games or surfing the internet. Traditional leisure activities, especially interaction with pets have been neglected or forgotten. This paper introduces Metazoa Ludens, a new computer mediated gaming system which allows pets to play new mixed reality computer games with humans via custom built technologies and applications. During the game-play the real pet chases after a physical movable bait in the real world within a predefined area; infra-red camera tracks the pets' movements and translates them into the virtual world of the system, corresponding them to the movement of a virtual pet avatar running after a virtual human avatar. The human player plays the game by controlling the human avatar's movements in the virtual world, this in turn relates to the movements of the physical movable bait in the real world which moves as the human avatar does. This unique way of playing computer game would give rise to a whole new way of mixed reality interaction between the pet owner and her pet thereby bringing technology and its influence on leisure and social activities to the next level


2021 ◽  
Vol 51 (1-2) ◽  
pp. 120-128
Author(s):  
Alfred Sjödin

“The Complete Man”: Body and Society in Viktor Rydberg The article treats the place of the body in the cultural criticism of Viktor Rydberg, not only as a central theme but also as an image with the potential to figuratively describe societal and even cosmic relationships. Rydberg’s ideal of the symmetrical and athletic body is seen in the perspective of his dependence on German neo-humanism and the gymnastic movement. The ideal of bodily symmetry figures as an image of universal man who defies the division of labor, while the deformed body inversely figures as an image of the lack of wholeness in a stratified bourgeois society. This is further elucidated by an analysis of Rydberg’s view of Darwinism and his fear of degeneration. In the final section, special attention is given to Rydberg’s broodings on the “Future of the White Race”. In this text, the body is a figure of the collectivity (the body politic) and its diseases signify political and moral crisis, while the remedy for this state of affairs lies in recognizing the unity of the living, the dead and the unborn in the body of Christ. 


Author(s):  
Alexander Mansutti Rodríguez

Mansutti adopts Needham’s scheme of distinguishing three analytical levels; the jural rules; the statistical-behavioural, and the categorical. He includes a computer simulation to gain a time depth in his model of Piaroa kinship and marriage, which demonstrates that the exceptions to the marriage rules are not residual and inexplicable but are necessary to maintain the ideal model anticipated by the formal rules. Although violations of the rules are motivated by personal desires and not a desire to save the formal system, they are in fact necessary to its preservation. Moreover, he employs Bourdieu’s distinction between official and private kinship, and illustrates his approach with apposite case studies. For instance, he describes how personal interests can be transmuted into community interests, and genealogical relationships between two people in small-scale societies can be “read” along different routes with telling results.


Author(s):  
Linda O Keeffe

In order to design a computer game soundscape that allows a game player to feel immersed in their virtual world, we must understand how we navigate and understand the real world soundscape. In this chapter I will explore how sound, particularly in urban spaces, is increasingly categorised as noise, ignoring both the social significance of any soundscape and how we use sound to interpret and negotiate space. I will explore innovative methodologies for identifying an individual’s perception of soundscapes. Designing virtual soundscapes without prior investigation into their cultural and social meaning could prove problematic.


Author(s):  
Marta Celati

The final section sums up the main innovative findings of this whole study. It points out how starting from the second half of the fifteenth century the development of a ‘thematic genre’ of literature on conspiracies was influenced by, but at the same time contributed to, the phenomenon of the literary fashioning of the profile of the ideal ruler, who now corresponded to the figure of a princeps. This literature also contributed to the creation of a new language and symbology of power through the multifunctional reworking of the classical legacy. This evolution culminated in Machiavelli’s attention to the issue of political plots in this work, with an approach that proves to be partly inspired by the previous cultural horizon, but already prominently projected towards an utterly new conceptual world. This analysis, besides providing a missing chapter on the background of Machiavelli’s work, more generally, underlines the significant contribution made by the humanist tradition, through its various literary expressions, to the development of modern political theories and to the history of our culture.


Author(s):  
Shaun Downey ◽  
Darryl Charles

This paper reports on the creation of an application capable of producing intelligent character behavior based on distribution of Artificial Intelligence. To develop, test and experiment on applied Artificial Intelligence, computer games are quickly becoming the ideal simulation test bed for the implementation of computer generated AI. The application of Artificial Intelligence algorithms create immersive game-play where human players can interact with non-player characters and interactions with the environment helps shape the way in which games are played. A-Star pathfinding utilizes a heuristic function implementing cost of moving through a virtual world, this actively affects how an agent responds to a situation and can alter its decision making. This paper describes the implementation of the A-Star algorithm combined with gameplay mechanics used to simulate multi-agent communication within a randomly generated game-world.


2003 ◽  
Vol 20 (2) ◽  
pp. 99-126 ◽  
Author(s):  
Marina Oshana

Autonomy generally is a valued condition for persons in liberal cultures such as the United States. We uphold autonomous agents as the exemplar of persons who, by their judgment and action, authenticate the social and political principles and policies that advance their interests. I will begin by examining the concept of autonomy in Section II of this essay. In Section III, I will explore the idea that autonomy is valued because autonomous agents are persons whose judgment and actions serve to advance their interests in a democratic society. But the focus of this essay is on the phenomenon, which is not implausible in a culture such as that of the United States, of being “blinded” by the ideal of autonomy. What happens if we value autonomy too much?


Sign in / Sign up

Export Citation Format

Share Document