Academic literature on the topic 'Artificial intelligence in games'
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Journal articles on the topic "Artificial intelligence in games"
Lucas, Simon. "Artificial Intelligence and Games." KI - Künstliche Intelligenz 34, no. 1 (February 17, 2020): 87–88. http://dx.doi.org/10.1007/s13218-020-00646-x.
Full textSchaeffer, Jonathan, and H. Jaap van den Herik. "Games, computers, and artificial intelligence." Artificial Intelligence 134, no. 1-2 (January 2002): 1–7. http://dx.doi.org/10.1016/s0004-3702(01)00165-5.
Full textEl Rhalibi, Abdennour, Kok Wai Wong, and Marc Price. "Artificial Intelligence for Computer Games." International Journal of Computer Games Technology 2009 (2009): 1–3. http://dx.doi.org/10.1155/2009/251652.
Full textBarash, Guy, Mauricio Castillo-Effen, Niyati Chhaya, Peter Clark, Huáscar Espinoza, Eitan Farchi, Christopher Geib, et al. "Reports of the Workshops Held at the 2019 AAAI Conference on Artificial Intelligence." AI Magazine 40, no. 3 (September 30, 2019): 67–78. http://dx.doi.org/10.1609/aimag.v40i3.4981.
Full textGanguly, Rajjeshwar, Dubba Rithvik Reddy, Revathi Venkataraman, and Sharanya S. "Review on foreground artificial intelligence in games." International Journal of Engineering & Technology 7, no. 2.8 (March 19, 2018): 453. http://dx.doi.org/10.14419/ijet.v7i2.8.10482.
Full textRana, Priya, Parthik Bhardwaj, and Jyotsna Singh. "Artificial Intelligence (AI) in Video Games." International Journal of Computer Applications 181, no. 19 (September 18, 2018): 1–3. http://dx.doi.org/10.5120/ijca2018917818.
Full textRodin, E. Y., Y. Lirov, S. Mittnik, B. G. McElhaney, and L. Wilbur. "Artificial intelligence in air combat games." Computers & Mathematics with Applications 13, no. 1-3 (1987): 261–74. http://dx.doi.org/10.1016/0898-1221(87)90109-x.
Full textHanley, John T. "GAMES, game theory and artificial intelligence." Journal of Defense Analytics and Logistics 5, no. 2 (December 7, 2021): 114–30. http://dx.doi.org/10.1108/jdal-10-2021-0011.
Full textBátfai, Norbert. "A játékok és a mesterséges intelligencia mint a kultúra jövője – egy kísérlet a szubjektivitás elméletének kialakítására." Információs Társadalom 18, no. 2 (July 31, 2018): 28. http://dx.doi.org/10.22503/inftars.xviii.2018.2.2.
Full textNaumov, Pavel, and Yuan Yuan. "Intelligence in Strategic Games." Journal of Artificial Intelligence Research 71 (July 24, 2021): 521–56. http://dx.doi.org/10.1613/jair.1.12883.
Full textDissertations / Theses on the topic "Artificial intelligence in games"
Zhadan, Anastasiia. "Artificial Intelligence Adaptation in Video Games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-79131.
Full textKARLSSON, BORJE FELIPE FERNANDES. "AN ARTIFICIAL INTELLIGENCE MIDDLEWARE FOR DIGITAL GAMES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2005. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=7861@1.
Full textA aplicação de inteligência artificial (IA) em jogos digitais atualmente se encontra sob uma constante necessidade de melhorias, na tentaiva de atender as crescentes demandas dos jogadores por realismo e credibilidade no comportamento dos personagens do universo do jogo. De modo a facilitar o atendimento destas demandas, técnicas e metodologias de engenharia de software vêm sendo utilizadas no desenvolvimento de jogos. No entanto, o uso destas técnicas e a construção de middlewares na área de IA ainda está longe de gerar ferramentas genéricas e flexíveis o suficiente para o uso nesse tipo de aplicação. Outro fator importante é a falta de literatura disponível tratando de propostas relacionadas a esse campo de estudo. Esta dissertação discute o esforço de pesquisa no desenvolvimento de uma arquitetura flexível aplicável a diferentes estilos de jogos, que dê suporte a várias funcionalidades de IA em jogos e sirva com base a introdução de novas técnicas que possam melhorar a jogabilidade. Neste trabalho são apresentadas: questões de projeto de tal sistema e de sua integração com jogos; um estudo sobre a arquitetura de middlewares de IA; uma análise dos poucos exemplos desse tipo de software disponíveis; e um levantamento da literatura disponível. Com base nessa pesquisa, foi realizado o projeto e a implementação da arquitetura de um middleware de IA; também descritos nesse trabalho. Além da implementação propriamente dita, é apresentado um estudo sobre a aplicação de padrões de projeto no contexto do desenvolvimento e evolução de um framework de IA para jogos.
The usage of artificial intelligence (AI) techniques in digital games is currently facing a steady need of improvements, so it can cater to players higher and higher expectations that require realism and believability in the game environment and in its characters' behaviours. In order to ease the fulfillment of these goals, software engineering techniques and methodologies have started to be used during game development. However, the use of such techniques and the creation of AI middleware are still far from being a generic and flexible enough tool for developing this kind of application. Another important factor to be mentioned in this discussion is the lack of available literature related to studies in this field. This dissertation discusses the research effort in developing a flexible architecture that can be applied to diferent game styles, provides support for several game AI functionalities and serves as basis for the introduction of more powerful techniques that can improve gameplay and user experience. This work presents: design issues of such system and its integration with games; a study on AI middleware architecture for games; an analysis of the state-of-the-art in the field; and a survey of the available relevant literature. Taking this research as starting point, the design and implementation of the proposed AI middleware architecture was conducted and is also described here. Besides the implementation itself, a study on the use of design patterns in the context of the development and evolution of an AI framework for digital games is also presented.
Edlund, Mattias. "Artificial Intelligence in Games : Faking Human Behavior." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-258222.
Full textDenna rapport undersöker möjligheterna att förfalska mänskligt beteende genom artificiell intelligens i datorspel, med hjälp av effektiva metoder som sparar värdefull utvecklingstid och som även skapar en rikare upplevelse för spelare. Den specifika implementationen av artificiell intelligens som utvecklas och diskuteras är ett neuralt nätverk som kontrollerar en finite-state machine. Målet var att efterlikna mänskligt beteende snarare än att simulera verklig intelligens. Ett 2D shooter-spel utvecklas och används för utförda experiment med mänskliga och artificiell intelligens-kontrollerade spelare. De sessioner som spelades under experimenten spelades in, för att sedan låta andra människor titta på inspelningarna. Både spelare och åskådare av spelsessionerna lämnade återkoppling och rapporter för senare analysering. Datan som samlats in från experimenten analyserades, och reflektioner utfördes på hela projektet. Tips och idéer presenteras till utvecklare av shooter-spel som är intresserade av en mer människolik artificiell intelligens. Slutsatser läggs fram och extra information presenteras för att kunna fortsätta iterera vidare på denna undersökning.
Hedberg, Charlie Forsberg, and Alexander Pedersen. "Artificial Intelligence : Memory-driven decisions in games." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3640.
Full textAtt utveckla AI (Artificiell Intelligence) i spel kan vara en hård och utmanande uppgift. Ibland är det önskvärt att skapa beteenden som följer något sorts logiskt mönster. För att kunna göra detta måste information samlas in och processas. I detta kandidatarbete presenteras en algoritm som kan assistera nuvarande AI-teknologier för att samla in och memorera omgivningsinformation. Denna uppsats täcker också riktlinjer för praktisk implementering fastställda genom undersökning och tester.
Detta är en reflekstionsdel till en digital medieproduktion.
Allis, Louis Victor. "Searching for solutions in games and artificial intelligence." Maastricht : Maastricht : Rijksuniversiteit Limburg ; University Library, Maastricht University [Host], 1994. http://arno.unimaas.nl/show.cgi?fid=6868.
Full textSaini, Simardeep S. "Mimicking human player strategies in fighting games using game artificial intelligence techniques." Thesis, Loughborough University, 2014. https://dspace.lboro.ac.uk/2134/16380.
Full textNilsson, Joakim, and Andreas Jonasson. "Using Artificial Intelligence for Gameplay Testing On Turn-Based Games." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16716.
Full textWei, Ermo. "Learning to Play Cooperative Games via Reinforcement Learning." Thesis, George Mason University, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13420351.
Full textBeing able to accomplish tasks with multiple learners through learning has long been a goal of the multiagent systems and machine learning communities. One of the main approaches people have taken is reinforcement learning, but due to certain conditions and restrictions, applying reinforcement learning in a multiagent setting has not achieved the same level of success when compared to its single agent counterparts.
This thesis aims to make coordination better for agents in cooperative games by improving on reinforcement learning algorithms in several ways. I begin by examining certain pathologies that can lead to the failure of reinforcement learning in cooperative games, and in particular the pathology of relative overgeneralization. In relative overgeneralization, agents do not learn to optimally collaborate because during the learning process each agent instead converges to behaviors which are robust in conjunction with the other agent's exploratory (and thus random), rather than optimal, choices. One solution to this is so-called lenient learning, where agents are forgiving of the poor choices of their teammates early in the learning cycle. In the first part of the thesis, I develop a lenient learning method to deal with relative overgeneralization in independent learner settings with small stochastic games and discrete actions.
I then examine certain issues in a more complex multiagent domain involving parameterized action Markov decision processes, motivated by the RoboCup 2D simulation league. I propose two methods, one batch method and one actor-critic method, based on state of the art reinforcement learning algorithms, and show experimentally that the proposed algorithms can train the agents in a significantly more sample-efficient way than more common methods.
I then broaden the parameterized-action scenario to consider both repeated and stochastic games with continuous actions. I show how relative overgeneralization prevents the multiagent actor-critic model from learning optimal behaviors and demonstrate how to use Soft Q-Learning to solve this problem in repeated games.
Finally, I extend imitation learning to the multiagent setting to solve related issues in stochastic games, and prove that given the demonstration from an expert, multiagent Imitation Learning is exactly the multiagent actor-critic model in Maximum Entropy Reinforcement Learning framework. I further show that when demonstration samples meet certain conditions the relative overgeneralization problem can be avoided during the learning process.
Liu, Siming. "Evolving effective micro behaviors for real-time strategy games." Thesis, University of Nevada, Reno, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3707862.
Full textReal-Time Strategy games have become a new frontier of artificial intelligence research. Advances in real-time strategy game AI, like with chess and checkers before, will significantly advance the state of the art in AI research. This thesis aims to investigate using heuristic search algorithms to generate effective micro behaviors in combat scenarios for real-time strategy games. Macro and micro management are two key aspects of real-time strategy games. While good macro helps a player collect more resources and build more units, good micro helps a player win skirmishes against equal numbers of opponent units or win even when outnumbered. In this research, we use influence maps and potential fields as a basis representation to evolve micro behaviors. We first compare genetic algorithms against two types of hill climbers for generating competitive unit micro management. Second, we investigated the use of case-injected genetic algorithms to quickly and reliably generate high quality micro behaviors. Then we compactly encoded micro behaviors including influence maps, potential fields, and reactive control into fourteen parameters and used genetic algorithms to search for a complete micro bot, ECSLBot. We compare the performance of our ECSLBot with two state of the art bots, UAlbertaBot and Nova, on several skirmish scenarios in a popular real-time strategy game StarCraft. The results show that the ECSLBot tuned by genetic algorithms outperforms UAlbertaBot and Nova in kiting efficiency, target selection, and fleeing. In addition, the same approach works to create competitive micro behaviors in another game SeaCraft. Using parallelized genetic algorithms to evolve parameters in SeaCraft we are able to speed up the evolutionary process from twenty one hours to nine minutes. We believe this work provides evidence that genetic algorithms and our representation may be a viable approach to creating effective micro behaviors for winning skirmishes in real-time strategy games.
Stene, Sindre Berg. "Artificial Intelligence Techniques in Real-Time Strategy Games - Architecture and Combat Behavior." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9497.
Full textThe general purpose of this research is to investigate the possibilities offered for the use of Artificial Intelligence theory and methods in advanced game environments. The real-time strategy (RTS) game genre is investigated in detail, and an architecture and solutions to some common issues are presented. An RTS AI controlled opponent named KAI is implemented for the TA Spring game engine in order to advance the state of the art in usin AI techniques in games and to gain some insight into the strengths and weaknesses of AI Controlled Player (AI CP) architectures. A goal was to create an AI with behavior that gave the impression of intelligence to the human player, by taking on certain aspects of the style in which human players play the game. Another goal for the benefit of the TA Spring development community was to create an AI which played with sufficient skill to provide experienced players with resistance, without using obvious means of cheating such as getting free resources or military assets. Several common techniques were used, among others Rule-based decision making, path planning and path replanning, influence maps, and a variant of the A* search algorithm was used for searches of various kinds. The AI also has an approach to micromanagement of units that are fighting in combination with influence maps. The AI CP program was repeatedly tested against human players and other AI CP programs in various settings throughout development. The availability of testing by the community but the sometimes sketchy feedback lead to the production of consistent behavior for tester and developer alike in order to progress. One obstacle that was met was that the rule-based approach to combat behavior resulted in high complexity. The architecture of the RTS AI CP is designed to emerge a strategy from separate agents that were situation aware. Both the actions of the enemy and the properties of the environment are taken into account. The overall approach is to strengthen the AI CP through better economic and military decisions. Micromanagement and frequent updates for moving units is an important part of improving military decisions in this architecture. This thesis goes into the topics of RTS strategies, tactics, economic decisions and military decisions and how they may be made by AI in an informed way. Direct attempts at calculation and prediction rather than having the AI learn from experience resulted in behavior that was superior to most AI CPs and many human players without a learning period. However, having support for all of the game types for TA Spring resulted in extra development time. Keywords: computer science information technology RTS real time strategy game artificial intelligence architecture emergent strategy emergence humanlike behavior situation situational aware awareness combat behavior micro micromanagement pathfinder pathfinding path planning replanning influence maps threat DPS iterative algorithm algorithms defense placement terrain analysis attack defense military control artificial intelligence controlled player computer opponent game games gaming environmental awareness autonomous action actions agent hierarchy KAI TA Spring Total Annihilation
Books on the topic "Artificial intelligence in games"
1968-, Funge John David, ed. Artificial intelligence for games. 2nd ed. Burlington, MA: Elsevier Morgan Kaufmann, 2009.
Find full textYannakakis, Georgios N., and Julian Togelius. Artificial Intelligence and Games. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-63519-4.
Full textCalero, Pedro A. González. Artificial Intelligence for Computer Games. New York, NY: Springer Science+Business Media, LLC, 2011.
Find full textGonzález-Calero, Pedro Antonio, and Marco Antonio Gómez-Martín, eds. Artificial Intelligence for Computer Games. New York, NY: Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4419-8188-2.
Full textBaba, Norio. Computational Intelligence in Games. Heidelberg: Physica-Verlag HD, 2001.
Find full textname, No. Chips challenging champions: Games, computers and artificial intelligence. Amsterdam: Elsevier, 2002.
Find full textAhlquist, John. Game development essentials: Game artificial intelligence. Clifton Park, NY: Thomson/Delmar Learning, 2008.
Find full textBook chapters on the topic "Artificial intelligence in games"
Satoi, Daiki, and Yuta Mizuno. "Meta Artificial Intelligence and Artificial Intelligence Director." In Encyclopedia of Computer Graphics and Games, 1–8. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-319-08234-9_309-1.
Full textBouzy, Bruno, Tristan Cazenave, Vincent Corruble, and Olivier Teytaud. "Artificial Intelligence for Games." In A Guided Tour of Artificial Intelligence Research, 313–37. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-06167-8_11.
Full textJoshi, Abhisht, Moolchand Sharma, and Jafar Al Zubi. "Artificial Intelligence in Games." In Deep Learning in Gaming and Animations, 103–22. Boca Raton: CRC Press, 2021. http://dx.doi.org/10.1201/9781003231530-6.
Full textGravot, Fabien. "Navigation Artificial Intelligence." In Encyclopedia of Computer Graphics and Games, 1–10. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-319-08234-9_310-1.
Full textYannakakis, Georgios N., and Julian Togelius. "Playing Games." In Artificial Intelligence and Games, 91–150. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-63519-4_3.
Full textHalpern, Jared. "Artificial Intelligence and Slingshots." In Developing 2D Games with Unity, 277–372. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3772-4_8.
Full textHogg, Chad, Stephen Lee-Urban, Héctor Muñoz-Avila, Bryan Auslander, and Megan Smith. "Game AI for Domination Games." In Artificial Intelligence for Computer Games, 83–101. New York, NY: Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4419-8188-2_4.
Full textHildmann, Hanno, and Benjamin Hirsch. "Overview of Artificial Intelligence." In Encyclopedia of Computer Graphics and Games, 1–9. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_228-1.
Full textFinzi, Alberto, and Thomas Lukasiewicz. "Relational Markov Games." In Logics in Artificial Intelligence, 320–33. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-30227-8_28.
Full textHildmann, Hanno. "Computer Games and Artificial Intelligence." In Encyclopedia of Computer Graphics and Games, 1–11. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_234-1.
Full textConference papers on the topic "Artificial intelligence in games"
Monteiro, Juarez, Roger Granada, Rafael C. Pinto, and Rodrigo C. Barros. "Beating Bomberman with Artificial Intelligence." In XV Encontro Nacional de Inteligência Artificial e Computacional. Sociedade Brasileira de Computação - SBC, 2018. http://dx.doi.org/10.5753/eniac.2018.4430.
Full textLecchi, Stefano. "Artificial intelligence in racing games." In 2009 IEEE Symposium on Computational Intelligence and Games (CIG). IEEE, 2009. http://dx.doi.org/10.1109/cig.2009.5286512.
Full textSimon, Sunil, and Dominik Wojtczak. "Synchronisation Games on Hypergraphs." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/57.
Full textHarrenstein, Paul, Paolo Turrini, and Michael Wooldridge. "Characterising the Manipulability of Boolean Games." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/150.
Full textChaperot, Benoit, and Colin Fyfe. "Improving Artificial Intelligence In a Motocross Game." In 2006 IEEE Symposium on Computational Intelligence and Games. IEEE, 2006. http://dx.doi.org/10.1109/cig.2006.311698.
Full textMaubert, Bastien, Sophie Pinchinat, Francois Schwarzentruber, and Silvia Stranieri. "Concurrent Games in Dynamic Epistemic Logic." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/260.
Full textSiljebråt, Henrik, Caspar Addyman, and Alan Pickering. "Towards human-like artificial intelligence using StarCraft 2." In FDG '18: Foundations of Digital Games 2018. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3235765.3235811.
Full textLiu, Tianyu, Zijie Zheng, Hongchang Li, Kaigui Bian, and Lingyang Song. "Playing Card-Based RTS Games with Deep Reinforcement Learning." In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. California: International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/631.
Full textCermak, Jiri, Branislav Bošanský, and Viliam Lisý. "An Algorithm for Constructing and Solving Imperfect Recall Abstractions of Large Extensive-Form Games." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/130.
Full textBen Amor, Nahla, Helene Fargier, and Régis Sabbadin. "Equilibria in Ordinal Games: A Framework based on Possibility Theory." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/16.
Full textReports on the topic "Artificial intelligence in games"
Rodin, Ervin Y. Artificial Intelligence Methods in Pursuit Evasion Differential Games. Fort Belvoir, VA: Defense Technical Information Center, July 1990. http://dx.doi.org/10.21236/ada227366.
Full textRodin, Ervin Y. Artificial Intelligence Methodologies in Flight Related Differential Game, Control and Optimization Problems. Fort Belvoir, VA: Defense Technical Information Center, January 1993. http://dx.doi.org/10.21236/ada262405.
Full textNovak, Jr, Simmons Gordon S., Porter Robert F., Kumar Bruce W., Causey Vipin, and Robert L. Artificial Intelligence Project. Fort Belvoir, VA: Defense Technical Information Center, January 1990. http://dx.doi.org/10.21236/ada230793.
Full textLesser, Victor R., Paul Cohen, and Wendy Lehnert. Center for Artificial Intelligence. Fort Belvoir, VA: Defense Technical Information Center, March 1992. http://dx.doi.org/10.21236/ada282272.
Full textBoros, E., P. L. Hammer, and F. S. Roberts. Optimization and Artificial Intelligence. Fort Belvoir, VA: Defense Technical Information Center, July 1996. http://dx.doi.org/10.21236/ada311365.
Full textLessor, Victor R., Paul Cohen, and Wendy Lehnert. Center for Artificial Intelligence. Fort Belvoir, VA: Defense Technical Information Center, March 1992. http://dx.doi.org/10.21236/ada275812.
Full textGowens, J. W. Applied Artificial Intelligence Seminar. Fort Belvoir, VA: Defense Technical Information Center, July 1989. http://dx.doi.org/10.21236/ada268571.
Full textStevenson, Charles A. Artificial Intelligence and Expert Systems. Fort Belvoir, VA: Defense Technical Information Center, March 1986. http://dx.doi.org/10.21236/ada436516.
Full textAghion, Philippe, Benjamin Jones, and Charles Jones. Artificial Intelligence and Economic Growth. Cambridge, MA: National Bureau of Economic Research, October 2017. http://dx.doi.org/10.3386/w23928.
Full textAcemoglu, Daron, and Pascual Restrepo. Artificial Intelligence, Automation and Work. Cambridge, MA: National Bureau of Economic Research, January 2018. http://dx.doi.org/10.3386/w24196.
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