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Journal articles on the topic 'Game theory. Knowledge, Theory of'

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1

Ledwig, Marion. "Common Knowledge in Game Theory." International Journal of Knowledge, Culture, and Change Management: Annual Review 6, no. 1 (2006): 43–48. http://dx.doi.org/10.18848/1447-9524/cgp/v06i01/49532.

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2

Morton, Adam. "GAME THEORY AND KNOWLEDGE BY SIMULATION." Ratio 7, no. 1 (1994): 14–25. http://dx.doi.org/10.1111/j.1467-9329.1994.tb00150.x.

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3

PARIKH, ROHIT, ÇAĞIL TAŞDEMİR, and ANDREAS WITZEL. "THE POWER OF KNOWLEDGE IN GAMES." International Game Theory Review 15, no. 04 (2013): 1340030. http://dx.doi.org/10.1142/s0219198913400306.

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We propose a theory of the interaction between knowledge and games. Epistemic game theory is of course a well-developed subject but there is also a need for a theory of how some agents can affect the outcome of a game by affecting the knowledge which other agents have and thereby affecting their actions. We concentrate on games of incomplete or imperfect information, and study how conservative, moderate, or aggressive players might play such games. We provide models for the behavior of a knowledge manipulator who seeks to manipulate the knowledge states of active players in order to affect the
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4

Brandenburger, Adam. "Knowledge and Equilibrium in Games." Journal of Economic Perspectives 6, no. 4 (1992): 83–101. http://dx.doi.org/10.1257/jep.6.4.83.

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This paper describes an approach to noncooperative game theory that aims to capture considerations that exercise the minds of real-world strategists. The most commonly used tool of noncooperative game theory is the Nash equilibrium. This raises the question: Are there assumptions on what the players in a game think—including what they think other players think, and so on—that lead to consideration of Nash equilibrium? The paper provides answers to this, and related, questions. The approach of this paper involves analyzing the decision problem facing each player in a strategic (“interactive”) s
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5

Sharma, Ravi S., and Suman Bhattacharya. "Knowledge dilemmas within organizations: Resolutions from game theory." Knowledge-Based Systems 45 (June 2013): 100–113. http://dx.doi.org/10.1016/j.knosys.2013.02.011.

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6

Kumar, R. "Formative Knowledge Assessment Through Games Using Concept Map and Game Theory." Journal of Information & Knowledge Management 17, no. 03 (2018): 1850030. http://dx.doi.org/10.1142/s0219649218500302.

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This paper presents the results of a research work carried out in order to develop a novel gaming model for formative knowledge assessment (FKA). The benefits of FKA are well acknowledged by educators as it aids for better learning. As FKA is more frequent, the students’ willingness to take frequent assessments is poor. Often the students expressed that they felt uncomfortable and this resulted in lack of active participation. These are considered as major challenges to be addressed. Hence, this research aimed to find a way to make the assessments interesting. Based on the positive responses f
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Ho, S. P., Y. Hsu, and E. Lin. "Model for knowledge-sharing strategies: a game theory analysis." Engineering Project Organization Journal 1, no. 1 (2011): 53–65. http://dx.doi.org/10.1080/21573727.2010.549610.

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8

Li, Dan. "Research on Organization Tacit Knowledge Transferring: An Evolutionary Game Theoretic Analysis." Advanced Materials Research 756-759 (September 2013): 2597–601. http://dx.doi.org/10.4028/www.scientific.net/amr.756-759.2597.

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The transfer and the management of the tacit knowledge is one of the most important issues in the knowledge transferring context to create organizational competitive advantage in the fast growing competitive world. As we know, organization tacit knowledge transferring is a dynamic game process, this research applies evolutionary game theory to analyze the tacit knowledge transferring activities among organizations and the stability balance issue in organization knowledge transferring. Based on the theory of games, this paper constructs the evolutionary game process model for organization tacit
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9

Zhen, Ye. "Using game theory to analyze tacit knowledge sharing of bank knowledge management." Applied Mathematics Information 1, no. 2 (2019): 37–47. http://dx.doi.org/10.35534/ami.0102006c.

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10

Ettinger, David, and Philippe Jehiel. "A Theory of Deception." American Economic Journal: Microeconomics 2, no. 1 (2010): 1–20. http://dx.doi.org/10.1257/mic.2.1.1.

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This paper proposes an equilibrium approach to belief manipulation and deception in which agents only have coarse knowledge of their opponent's strategy. Equilibrium requires the coarse knowledge available to agents to be correct, and the inferences and optimizations to be made on the basis of the simplest theories compatible with the available knowledge. The approach can be viewed as formalizing into a game theoretic setting a well documented bias in social psychology, the fundamental attribution error. It is applied to a bargaining problem, thereby revealing a deceptive tactic that is hard t
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Niu, Gen Yi. "A Game Theory Based Analysis of the Tacit Knowledge Sharing and Incentive Mechanism." Advanced Materials Research 601 (December 2012): 564–69. http://dx.doi.org/10.4028/www.scientific.net/amr.601.564.

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Tacit knowledge sharing is the basis and prerequisite of knowledge innovation. In this paper the incentive mechanism of tacit knowledge sharing is proposed to improve tacit knowledge sharing. Firstly, game theory is introduced, and then we analyze the knowledge sharing and mechanism. Finally, Static and repeated game models of knowledge sharing are constructed. The results indicate that infinite repeated game can solve “Prisoner's dilemma” of knowledge sharing in the one-time game.
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12

Wang, Chung-Hsiang, Ko-Chiu Wu, and Saiau-Yue Tsau. "Flow Learning Experience: Applying Marketing Theory to Serious Game Design." Journal of Educational Computing Research 57, no. 2 (2018): 417–47. http://dx.doi.org/10.1177/0735633117752454.

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The aim of this study was to design a digital game that imparts the concept of urban heat island effects to aid in environmental education. Within the play-time limits, gamers must be alert to signs of warning from the environment and keep the balance between economic growth and the temperature of the environment, so they can safely manage the development of a virtual city. We investigated gamers’ learning efficiency in terms of a city’s development scale, socioeconomics and the environment, environmental sustainability, increasing areas of green metropolitan space, and heat management of envi
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13

Niu Huiqing, and Chen Hong. "Price Strategy of Online Knowledge Market Based on Game Theory." Journal of Convergence Information Technology 8, no. 11 (2013): 284–91. http://dx.doi.org/10.4156/jcit.vol8.issue11.32.

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14

Cubitt, Robin P., and Robert Sugden. "COMMON KNOWLEDGE, SALIENCE AND CONVENTION: A RECONSTRUCTION OF DAVID LEWIS' GAME THEORY." Economics and Philosophy 19, no. 2 (2003): 175–210. http://dx.doi.org/10.1017/s0266267103001123.

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David Lewis is widely credited with the first formulation of common knowledge and the first rigorous analysis of convention. However, common knowledge and convention entered mainstream game theory only when they were formulated, later and independently, by other theorists. As a result, some of the most distinctive and valuable features of Lewis' game theory have been overlooked. We re-examine this theory by reconstructing key parts in a more formal way, extending it, and showing how it differs from more recent game theory. In contrast to current theories of common knowledge, Lewis' theory is b
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15

Zhang, Xi, Zhenjiao Chen, Doug Vogel, Minghui Yuan, and Chuanjie Guo. "Knowledge-sharing reward dynamics in knowledge management systems: Game theory-based empirical validation." Human Factors and Ergonomics in Manufacturing & Service Industries 20, no. 2 (2010): 103–22. http://dx.doi.org/10.1002/hfm.20203.

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16

Bjerg, Ole, and Thomas Presskorn-Thygesen. "Conspiracy Theory: Truth Claim or Language Game?" Theory, Culture & Society 34, no. 1 (2016): 137–59. http://dx.doi.org/10.1177/0263276416657880.

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The paper is a contribution to current debates about conspiracy theories within philosophy and cultural studies. Wittgenstein’s understanding of language is invoked to analyse the epistemological effects of designating particular questions and explanations as a ‘conspiracy theory’. It is demonstrated how such a designation relegates these questions and explanations beyond the realm of meaningful discourse. In addition, Agamben’s concept of sovereignty is applied to explore the political effects of using the concept of conspiracy theory. The exceptional epistemological status assigned to allege
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17

Dedeaux, Timothy, and Taralynn Hartsell. "Comparison Between Two Types of Educational Computer Games." Simulation & Gaming 49, no. 6 (2018): 661–74. http://dx.doi.org/10.1177/1046878118778727.

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Background. Educational computer games can enhance learner engagement and content knowledge gain. Video games based on Malone’s theory of game design that involve challenge, fantasy, and curiosity can help improve learning. Aim. The purpose of the study is to compare differences between two drill-and-skill games to learn French phrases. Variables examined were student engagement, content knowledge gain, and demographical implications (e.g., gender, minority status, and socio-economic status). One of the games in the study meets Malone’s theory of game design. Method. This quasi-experimental st
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18

Sanfey, Alan G. "Social Decision-Making: Insights from Game Theory and Neuroscience." Science 318, no. 5850 (2007): 598–602. http://dx.doi.org/10.1126/science.1142996.

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By combining the models and tasks of Game Theory with modern psychological and neuroscientific methods, the neuroeconomic approach to the study of social decision-making has the potential to extend our knowledge of brain mechanisms involved in social decisions and to advance theoretical models of how we make decisions in a rich, interactive environment. Research has already begun to illustrate how social exchange can act directly on the brain's reward system, how affective factors play an important role in bargaining and competitive games, and how the ability to assess another's intentions is
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19

Kose, Erkan, and Jeffrey Yi-Lin Forrest. "N-person grey game." Kybernetes 44, no. 2 (2015): 271–82. http://dx.doi.org/10.1108/k-04-2014-0073.

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Purpose – One important assumption in the conventional cooperative game theory is that payoffs are assumed to be deterministic. In terms of the players’ cognitive ability of the realistic world, this is a very strict assumption. The classical game theory can find no way out when a particular game circumstance involves uncertainty, such as limited knowledge, small sample, and inadequate information, the payoff values of the game can only be described with interval grey numbers. The paper aims to discuss these issues. Design/methodology/approach – In this study the concept of N-person grey games
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20

Battigalli, Pierpaolo, and Giacomo Bonanno. "Recent results on belief, knowledge and the epistemic foundations of game theory." Research in Economics 53, no. 2 (1999): 149–225. http://dx.doi.org/10.1006/reec.1999.0187.

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21

Courtois, Pierre, and Tarik Tazdaït. "Jacques Lacan and game theory: an early contribution to common knowledge reasoning." European Journal of the History of Economic Thought 28, no. 5 (2021): 844–69. http://dx.doi.org/10.1080/09672567.2021.1908392.

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22

Geanakoplos, John. "Game Theory Without Partitions, and Applications to Speculation and Consensus." B.E. Journal of Theoretical Economics 21, no. 2 (2021): 361–94. http://dx.doi.org/10.1515/bejte-2019-0010.

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Abstract Decision theory and game theory are extended to allow for information processing errors. This extended theory is then used to reexamine market speculation and consensus, both when all actions (opinions) are common knowledge and when they may not be. Five axioms of information processing are shown to be especially important to speculation and consensus. They are called nondelusion, knowing that you know (KTYK), nested, balanced, and positively balanced. We show that it is necessary and sufficient that each agent's information processing errors be (1) nondeluded and balanced so that the
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23

Adipat, Surattana, Kittisak Laksana, Kanrawee Busayanon, Alongkorn Ausawasowan, and Boonlit Adipat. "Engaging Students in the Learning Process with Game-Based Learning: The Fundamental Concepts." International Journal of Technology in Education 4, no. 3 (2021): 542–52. http://dx.doi.org/10.46328/ijte.169.

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A new approach to learning in the form of educational games has been adopted in recent years, especially in English language teaching. The educational game learning approach used to teach English to non-native English-speakers who use English as a second or foreign language has recorded great success. This study provides an innovative framework for the adoption of the educational games learning approach at university. This is done to ensure lifelong learning and interdisciplinary learning opportunities for students. The study introduces social skills and knowledge training to address topics of
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24

Provençal, Johanne. "Extending the reach of research as a public good: Moving beyond the paradox of “zero-sum language games”." Public Understanding of Science 20, no. 1 (2010): 101–16. http://dx.doi.org/10.1177/0963662509351638.

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Extending the reach of research as a public good has become widely recognized as a policy priority for research funding organizations in many nations. Yet, there is little academic merit given to such work, presenting scholars with the paradox of a “zero-sum language game” in which they succeed in mobilizing knowledge across discourse communities—such as governments, industry, media, community organizations and the public—at the cost of their success within academic discourse communities. To illustrate this paradox, the article places some focus on the “knowledge mobilization” priority for the
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Koehler, Fernanda, Lia Caetano Bastos, and Rogério Cid Bastos. "Understand the Dynamic Theory of Organizational Knowledge Creation." International Journal for Innovation Education and Research 7, no. 9 (2019): 124–41. http://dx.doi.org/10.31686/ijier.vol7.iss9.1715.

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After the Wars, it was necessary the companies reinvented their process and for this to create a new perspective including products and services. In 1986, Ikujiro Nonaka and Hirotaka Takeuchi received a challenge to describe product development in Japan companies. The result was “The new new product development game”. After that, Nonaka and Takeuchi wrote about their observations in this process and published many articles, presenting in 1994 the Theory of Organizational Knowledge Creation. In this context, the aim of this study is to review the Nonaka and Takeuchi documents, building a timeli
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Ab Jalil, Habibah, Nurul Amelina Nasharuddin, Erzam Marlisah, et al. "Systematic Review of Enjoyment Element in Health-Related Game-Based Learning." International Journal of Emerging Technologies in Learning (iJET) 15, no. 21 (2020): 40. http://dx.doi.org/10.3991/ijet.v15i21.17345.

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Educational games are often used as teaching and learning tools, with studies showing that game-based learning is widely accepted among children and teenagers. The experience of enjoyment typically associated with playing games provides for a deeper learning experience and allows the individual to connect various concepts, skills, and knowledge, as well as sparking creativity. This paper builds upon previous studies of enjoyment in health-based gaming and aims to articulate a definition of enjoyment in gaming. Drawing on Miles’ taxonomy, the review further set out to identify and bridge gaps i
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Chuang, Yu-Wei. "Toward an Understanding of Uses and Gratifications Theory and the Sense of Virtual Community on Knowledge Sharing in Online Game Communities." International Journal of Information and Education Technology 5, no. 6 (2015): 472–76. http://dx.doi.org/10.7763/ijiet.2015.v5.552.

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28

Peng, Jin Shuan, Ying Shi Guo, and Yi Ming Shao. "Lane Change Decision Analysis Based on Drivers' Perception-Judgment and Game Theory." Applied Mechanics and Materials 361-363 (August 2013): 1875–79. http://dx.doi.org/10.4028/www.scientific.net/amm.361-363.1875.

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To clearly understand the mechanism of drivers lane-changing decision, based on drivers perception of external information, integrated cognitive judgment and game theory, the decision-making model was established, then the structure and operating mechanism of the model were detailedly analyzed. By introducing game theory-related knowledge, the non-cooperative mixed strategy game between the object vehicle and the following vehicle in the target lane was further discussed. Then, the benefits and Nash equilibrium solution of the participants in the game were deeply researched. Analysis shows tha
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Nosachev, Pavel G. "GAME OCCULTURE: WESTERN ESOTERICISM AND ADVENTURE COMPUTER GAMES." Study of Religion, no. 2 (2018): 131–39. http://dx.doi.org/10.22250/2072-8662.2018.2.131-139.

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The article discusses the possible perspectives of interdisciplinary research, standing on the border of the study of culture and religion. The author proposes to illustrate the specificity of such interdisciplinary character on the example of manifestation of Western esotericism in adventure computer games of the 90s. In the first part of the article main occulture myths are identified with the help of methodological frame of the part is C. Partridge’s theory of occulture. The author comes to the conclusion that the occulture makes the plot of games commercially successful. In the second part
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Stalnaker, Robert. "Knowledge, Belief and Counterfactual Reasoning in Games." Economics and Philosophy 12, no. 2 (1996): 133–63. http://dx.doi.org/10.1017/s0266267100004132.

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Deliberation about what to do in any context requires reasoning about what will or would happen in various alternative situations, including situations that the agent knows will never in fact be realized. In contexts that involve two or more agents who have to take account of each others' deliberation, the counterfactual reasoning may become quite complex. When I deliberate, I have to consider not only what the causal effects would be of alternative choices that I might make, but also what other agents might believe about the potential effects of my choices, and how their alternative possible
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Jolly, Richard, and Wayne Wakeland. "Using Agent Based Simulation and Game Theory Analysis to Study Knowledge Flow in Organizations." International Journal of Knowledge Management 5, no. 1 (2009): 17–28. http://dx.doi.org/10.4018/jkm.2009010102.

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32

Freedman, J. "What Maggie Knew: Game Theory, The Golden Bowl, and the Possibilities of Aesthetic Knowledge." Cambridge Quarterly 37, no. 1 (2008): 98–113. http://dx.doi.org/10.1093/camqtly/bfn001.

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33

Levitt, Raymond E., Chuan-Min A. Wang, S. Ping Ho, and Amy Javernick-Will. "Encouraging knowledge sharing in engineering firms—part II: game theory analysis and firm strategies." Engineering Project Organization Journal 3, no. 1 (2013): 22–31. http://dx.doi.org/10.1080/21573727.2012.683413.

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Boudard, Mélanie, Julie Bernauer, Dominique Barth, Johanne Cohen, and Alain Denise. "GARN: Sampling RNA 3D Structure Space with Game Theory and Knowledge-Based Scoring Strategies." PLOS ONE 10, no. 8 (2015): e0136444. http://dx.doi.org/10.1371/journal.pone.0136444.

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35

Alghadari, Fiki, and Aloisius Loka Son. "TEORI DAN KEMAMPUAN MATEMATIS DALAM PERMAINAN KARTU GAPLE: KAJIAN ETNOMATEMATIKA." WACANA AKADEMIKA: Majalah Ilmiah Kependidikan 2, no. 1 (2018): 25. http://dx.doi.org/10.30738/wa.v2i1.1984.

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This study was created for the purpose to know that in gaple card game had used a mathematics knowledge and ability. Gaple card is a domino card which was usually played two pairs of player, sit in arranged circularly so the paired of player will be on the face. Each player will handle some card which was drawn randomly. The purpose player of the gaple game is to be a winner games by points collection which was accumulated from each games session where are collecting of points based on the rules of play that be known and agreed. This ethnomathematics study is the one of example that a traditio
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Ross, Don. "Notes on coordination, game theory and the evolutionary basis of language*." Interaction Studies 13, no. 1 (2012): 50–65. http://dx.doi.org/10.1075/is.13.1.04ros.

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It is widely appreciated that establishment and maintenance of coordination are among the key evolutionary promoters and stabilizers of human language. In consequence, it is also generally recognized that game theory is an important tool for studying these phenomena. However, the best known game theoretic applications to date tend to assimilate linguistic communication with signaling. The individualistic philosophical bias in Western social ontology makes signaling seem more challenging than it really is, and thus focuses attention on theoretical problems – for example, coordination on lexical
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Luengvilai, Chainarong, and Pitipong Yodmongkol. "Mediation Game When the Conflict Can Be Fun to Learn—A Legal Skill Learning Tool: The Integration of Knowledge Management, Learning Theory and Serious Game Concept." International Education Studies 9, no. 5 (2016): 219. http://dx.doi.org/10.5539/ies.v9n5p219.

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<p class="apa">Legal justice in Thailand has been shifted to restorative justice for reasons. But Thai law schools have not been changed to promote lawyering skill learning opportunities due to various obstacles and limitations caused by existing legal educational policies, law curriculum’s structure, knowledgeable instructors, and learners’ characteristics. As a result, most graduate law students have been faced with difficulties as regards not only their mediation skill capacity but also other legal skills. To solve the problem beyond the single loop learning, the study proposed the in
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Lala, Divesh, and Toyoaki Nishida. "Modeling Agent Interactions using Common Ground Knowledge from a Joint Activity Theory Perspective." International Journal of Software Science and Computational Intelligence 5, no. 4 (2013): 1–19. http://dx.doi.org/10.4018/ijssci.2013100101.

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Believability is necessary for agents to establish intimate, real-time collaborations with humans in an interactive game environment. In this paper, the authors model sophisticated interaction patterns to improve believability by adapting Herbert Clark's joint activity theory. The authors use virtual basketball as an environment, where many communicative scenarios occur and common ground knowledge of collaborative actions such as passing is necessary. The authors have completed preliminary implementation of the agents through the use of a unique computational model based on common ground, and
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Weigand, Edda. "How to verify a theory of dialogue." Language and Dialogue 6, no. 3 (2016): 349–69. http://dx.doi.org/10.1075/ld.6.3.01wei.

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In recent decades the term ‘theory’ has pervasively been used in the literature without any reflection upon the conditions of its legitimate use. The paper focuses on the issue of what makes up a theory. Constitutive components are the object-of-study and the methodology. The object of a theory has to be the minimal autonomous unit. The object ‘dialogue’ is a human affair, language used by human beings in the dialogic action game. Any approach which claims to be a theory needs to justify its hypotheses. A theory about human actions and behaviour in the end relates to anthropological insights w
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Rahmati, Yalda, Alireza Talebpour, Archak Mittal, and James Fishelson. "Game Theory-Based Framework for Modeling Human–Vehicle Interactions on the Road." Transportation Research Record: Journal of the Transportation Research Board 2674, no. 9 (2020): 701–13. http://dx.doi.org/10.1177/0361198120931513.

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New application domains have faded the barriers between humans and robots, introducing a new set of complexities to robotic systems. The major impediment is the uncertainties associated with human decision making, which makes it challenging to predict human behavior. A realistic model of human behavior is thus vital to capture humans’ interactive behavior with their surroundings and provide robots with reliable estimates on what is most likely to happen. Focusing on operations of connected and automated vehicles (CAVs) in areas with a high presence of human actors (i.e., pedestrians), this stu
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41

Tanney, Julia. "Playing the Rule-following Game." Philosophy 75, no. 2 (2000): 203–24. http://dx.doi.org/10.1017/s0031819100000255.

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This paper argues that there is something deeply wrong with the attempt to give rule-following explanations of broadly rational activities. It thus supports the view that rational norms are part of the ‘bedrock’ and it challenges the widespread strategy of attempting to explain an individual's rational or linguistic abilities by attributing to her knowledge of a theory of some kind. The theorist who would attempt to attribute knowledge of norms to an individual in order to explain her ability to act rationally is presented with a dilemma: either she is committed to a (vicious) explanatory regr
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42

Lindley, Craig A., and Charlotte C. Sennersten. "Game Play Schemas: From Player Analysis to Adaptive Game Mechanics." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/216784.

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Schema theory provides a foundation for the analysis of game play patterns created by players during their interaction with a game. Schema models derived from the analysis of play provide a rich explanatory framework for the cognitive processes underlying game play, as well as detailed hypotheses for the hierarchical structure of pleasures and rewards motivating players. Game engagement is accounted for as a process of schema selection or development, while immersion is explained in terms of levels of attentional demand in schema execution. However, schemas may not only be used to describe pla
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Padarian, José, Alex B. McBratney, and Budiman Minasny. "Game theory interpretation of digital soil mapping convolutional neural networks." SOIL 6, no. 2 (2020): 389–97. http://dx.doi.org/10.5194/soil-6-389-2020.

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Abstract. The use of complex models such as deep neural networks has yielded large improvements in predictive tasks in many fields including digital soil mapping. One of the concerns about using these models is that they are perceived as black boxes with low interpretability. In this paper we introduce the use of game theory, specifically Shapley additive explanations (SHAP) values, in order to interpret a digital soil mapping model. SHAP values represent the contribution of a covariate to the final model predictions. We applied this method to a multi-task convolutional neural network trained
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LI and Rita Yi Man. "Relieving The Aboveground Land Use Pressure: A Game Theory Analysis On Underground Space Knowledge Sharing." International Journal of Engineering and Industries 4, no. 1 (2013): 1–9. http://dx.doi.org/10.4156/ijei.vol4.issue1.1.

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Caldwell, Nicholas. "Theoretical Frameworks for Analysing Turn-Based Computer Strategy Games." Media International Australia 110, no. 1 (2004): 42–51. http://dx.doi.org/10.1177/1329878x0411000107.

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This paper argues for a more specific formal methodology for the textual analysis of individual game genres. In doing so, it advances a set of formal analytical tools and a theoretical framework for the analysis of turn-based computer strategy games. The analytical tools extend the useful work of Steven Poole, who suggests a Peircian semiotic approach to the study of games as formal systems. The theoretical framework draws upon postmodern cultural theory to analyse and explain the representation of space and the organisation of knowledge in these games. The methodology and theoretical framewor
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Kong, Xiaodan, Qi Xu, and Tao Zhu. "Dynamic Evolution of Knowledge Sharing Behavior among Enterprises in the Cluster Innovation Network Based on Evolutionary Game Theory." Sustainability 12, no. 1 (2019): 75. http://dx.doi.org/10.3390/su12010075.

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Knowledge sharing behavior based on the cluster innovation network has become the primary measure for enterprises to realize sustainable innovation. In order to promote the proactive knowledge sharing behavior among enterprises in the long term, the dynamic evolutionary process and law of knowledge sharing in the network need to be further studied. As different from the hypothesis of the rational man in the classical game theory, this paper establishes an evolutionary game model of knowledge sharing behavior in the cluster innovation network based on the evolutionary game theory, and discusses
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Faizan, Niluefer Deniz, Alexander Löffler, Robert Heininger, Matthias Utesch, and Helmut Krcmar. "Classification of Evaluation Methods for the Effective Assessment of Simulation Games: Results from a Literature Review." International Journal of Engineering Pedagogy (iJEP) 9, no. 1 (2019): 19. http://dx.doi.org/10.3991/ijep.v9i1.9948.

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As a current trend in teaching, simulation games play an active and important role in the area of technology-based education. Simulation games create an envi-ronment for scholars to solve real-world problems in a risk-free environment. Therefore, they aim to increase the knowledge base as well as learning experienc-es for students. However, assessing the effectiveness of a simulation game is necessary to optimize elements of the game and increase their learning effect. In order to achieve this aim, different evaluation methods exist, which do not always involve all phases when running a simula
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Gintere, Ieva. "ART SPACE: AN EXPERIMENTAL DIGITAL ART GAME." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 5 (May 20, 2020): 649. http://dx.doi.org/10.17770/sie2020vol5.4817.

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The article examines the discourse concerning modern game theory and suggests a new method of research and knowledge transfer in the field of digital art game creation. The method is embodied in the new game Art Space that utilizes current research results in the field of contemporary aesthetics. Art Space is an experimental digital game that is being created in collaboration between researcher, Dr.art. Ieva Gintere (Vidzeme University of Applied Sciences, Latvia) and the game artist, Mag.art. Kristaps Biters (Liepāja University, Latvia) within the framework of a post-doctoral project. The con
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49

Nickerl, Julian. "The Minimum Tollbooth Problem in Atomic Network Congestion Games with Unsplittable Flows." Theory of Computing Systems 65, no. 7 (2021): 1094–109. http://dx.doi.org/10.1007/s00224-021-10038-9.

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AbstractThis work analyzes the minimum tollbooth problem in atomic network congestion games with unsplittable flows. The goal is to place tolls on edges, such that there exists a pure Nash equilibrium in the tolled game that is a social optimum in the untolled one. Additionally, we require the number of tolled edges to be the minimum. This problem has been extensively studied in non-atomic games, however, to the best of our knowledge, it has not been considered for atomic games before. By a reduction from the weighted CNF SAT problem, we show both the NP-hardness of the problem and the W[2]-ha
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Jouan, Julia, Mireille De Graeuwe, Matthieu Carof, et al. "Learning Interdisciplinarity and Systems Approaches in Agroecology: Experience with the Serious Game SEGAE." Sustainability 12, no. 11 (2020): 4351. http://dx.doi.org/10.3390/su12114351.

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Agroecology represents a pertinent option to improve the sustainability of agriculture. To promote its application, agroecological concepts should be taught to students and professionals in the agricultural sector. However, most agricultural courses are not adapted to teach these concepts due to little interactivity or interdisciplinarity, and a lack of a systems approach to farm management. Serious games help to fill these gaps by simulating complex models in which players can learn by doing. We thus developed a serious computer game, called SEGAE (SErious Game for AgroEcology learning), whic
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