Dissertations / Theses on the topic 'Gamer's dilemma'
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Sohng, Elaine. "Real Intentions and Virtual Wrongs." Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/cmc_theses/1547.
Full textRobertson, Paul. "Police dilemmas of interpretation and action : the 'shoot/no-shoot dilemma'." Thesis, University of Abertay Dundee, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.650525.
Full textVan, der Merwe Martijn. "Non-cooperative games on networks." Thesis, Stellenbosch : Stellenbosch University, 2013. http://hdl.handle.net/10019.1/79930.
Full textENGLISH ABSTRACT: There are many examples of cooperation in action in society and in nature. In some cases cooperation leads to the increase of the overall welfare of those involved, and in other cases cooperation may be to the detriment of the larger society. The presence of cooperation seems natural if there is a direct bene t to individuals who choose to cooperate. However, in examples of cooperation this bene t is not always immediately obvious. The so called prisoner's dilemma is often used as an analogy to study cooperation and tease out the factors that lead to cooperation. In classical game theory, each player is assumed to be rational and hence typically seeks to select his strategy in such a way as to maximise his own expected pay-o . In the case of the classical prisoner's dilemma, this causes both players to defect. In evolutionary game theory, on the other hand, it is assumed that players have limited knowledge of the game and only bounded rationality. Games in evolutionary game theory are repeated in rounds and players are a orded the opportunity to adapt and learn as this repetition occurs. Past studies have revealed that cooperation may be a viable strategy if the prisoner's dilemma is placed in an evolutionary context, where the evolutionary tness of a strategy is directly related to the pay-o achieved by the player adopting the strategy. One of the mechanisms that promote the persistence of cooperation in the evolutionary prisoner's dilemma is structured interaction between players. A mathematical framework for representing the evolutionary prisoner's dilemma (ESPD) is developed in this thesis. The mathematical framework is used to undertake an analytical approach (i.e. avoiding the use of simulation) towards investigating the dynamics of the ESPD with a path, cycle, plane grid or toroidal grid as underlying graph. The objective of this investigation is to determine the likelihood of the emergence of persistent cooperation between players. The ESPD on a path or a cycle admits two fundamentally di erent parameter regions; large values of the temptation-to-defect parameter are not capable of inducing persistent cooperation, while small values of this parameter allow for the possibility of persistent cooperation. It is found that the likelihood of cooperation increases towards certainty as the order of the underlying graph increases if the underlying graph is a path or cycle. The state space of the ESPD with a plane or toroidal grid graph as underlying graph grows very quickly as a function of the graph order. The automorphism classes of game states are enumerated to determine exactly how fast the size of the state space of the game grows as a function of the order of the underlying graph. Finally, the dynamics of the ESPD is investigated for a grid graph as underlying graph (in cases where the state space is small enough) by means of constructing the corresponding state graphs of the ESPD.
AFRIKAANSE OPSOMMING: Daar is baie voorbeelde van samewerking in the gemeenskap en in die natuur. In sommige gevalle lei samewerking tot 'n toename in die algehele welvaart van die betrokkenes, terwyl samewerking in ander gevalle tot nadeel van die bre er gemeenskap mag wees. Die voorkoms van samewerking blyk natuurlik te wees indien daar 'n direkte voordeel vir die individue is wat kies om saam te werk. In voorbeelde van samewerking is s o 'n voordeel egter nie altyd voor-diehand- liggend nie. Die sogenaamde prisoniersdilemma word dikwels as voorbeeld in die studie van samewerking gebruik om die faktore wat na samewerking lei, te ontbloot. In klassieke speleteorie word daar aangeneem dat elke speler rasioneel is en dus poog om sy spelstrategie op s o 'n manier te kies dat sy eie verwagte uitbetaling gemaksimeer word. In die geval van die klassieke prisoniersdilemma veroorsaak dit dat beide spelers mekaar verraai. In evolusion^ere speleteorie, daarenteen, word daar slegs aangeneem dat elke speler oor beperkte kennis van die spel en begrensde rasionaliteit beskik. Spele in evolusion^ere speleteorie word in rondtes herhaal en spelers word die geleentheid gebied om gedurende hierdie herhalingsproses aan te pas en te leer. Vorige studies het getoon dat samewerking 'n lewensvatbare strategie is indien die prisoniersdilemma in 'n evolusion^ere konteks gespeel word, waar die evolusion^ere ksheid van 'n strategie direk afhang van die uitbetaling van 'n speler wat die strategie volg. Een van die meganismes wat volhoubare samewerking in die evolusion^ere prisoniersdilemma voortbring, is gestruktureerde interaksie tussen spelers. 'n Wiskundige raamwerk word vir die voorstelling van die evolusion^ere prisoniersdilemma in hierdie tesis ontwikkel. Hierdie wiskundige raamwerk word gebruik om 'n analitiese studie (met ander woorde sonder die gebruik van simulasie) van die dinamika van die prisoniersdilemma op 'n pad, siklus, rooster in die vlak, of rooster op die torus as onderliggende gra ek van stapel te stuur. Die doel van hierdie studie is om die waarskynlikheid vir die ontstaan van volhoubare samewerking tussen spelers te bepaal. Die prisoniersdilemma op 'n pad of siklus as onderliggende gra ek het twee fundamenteel verskillende parametergebiede tot gevolg; groot waardes van die versoeking-om-te-verraai parameter lei nie tot volhoubare samewerking nie, terwyl volhoubare samewerking wel vir klein waardes van hierdie parameter moontlik is. Daar word gevind dat die kans vir volhoubare samewerking toeneem tot sekerheid namate die orde van die onderliggende gra ek groei. Die toestandsruimte van die prisoniersdilemma met 'n rooster in die vlak of 'n rooster op die torus as onderliggende gra ek groei baie vinnig as 'n funksie van die orde van die gra ek. Die outomor smeklasse van die speltoestande word getel met die doel om te bepaal presies hoe vinnig die toestandsruimte van die spel as 'n funksie van die orde van die onderliggende gra ek groei. Die dinamika van die prisoniersdilemma met 'n rooster in die vlak of 'n rooster op die torus as onderliggende gra ek word laastens deur middel van konstruksies van die ooreenstemmende toestandsgra eke ondersoek (in gevalle waar die toestandsruimte klein genoeg is).
Hanley, James E. "The role of non-cooperative games in the evolution of cooperation /." view abstract or download file of text, 2000. http://wwwlib.umi.com/cr/uoregon/fullcit?p9986740.
Full textTypescript. Includes vita and abstract. Includes bibliographical references (leaves 115-123). Also available for download via the World Wide Web; free to University of Oregon users.
Berger, Ulrich. "Simple scaling of cooperation in donor-recipient games." Elsevier, 2009. http://epub.wu.ac.at/5590/1/2009_BioSys.pdf.
Full textGalbraith, Todd William. "Examining Friendship Dynamics in Social Anxiety with Iterated Games of the Prisoner’s Dilemma." Diss., Temple University Libraries, 2016. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/409829.
Full textPh.D.
Individuals with social anxiety have been shown to have higher levels of friendship impairment and greater difficulty establishing close relationships than persons without social anxiety. However, the mechanisms associated with such impairment have not been widely examined. Previous research suggests that deficiencies in prosocial behaviors (e.g., low warmth, limited self-disclosure, and constrained cooperation) during interpersonal exchanges may partially explain their difficulties developing close relationships. The present study aimed to examine the effect that rejection may have on prosocial behaviors, as well as other factors associated with developing and maintaining friendships, including trust, perceived likeability, closeness/connectedness, using an iterated, computerized version of the Prisoner’s Dilemma (PD) game. Participants with high (n = 56) and low (n = 35) social anxiety were asked to play the PD game with another participant (actually an experimental confederate) whom they met at the start of the study. Participants were led to believe that they were playing the PD game against the other participant but were actually playing against a computer that was programmed with a strategy meant to initially facilitate cooperation. Cooperation, or giving, in the PD game was measured primarily by the number of tokens that the participant shared with his/her partner. Additionally, participants were randomized to either rejection or non-rejection conditions. Partway through the study, those in the rejection condition were exposed to a programmed decrease in giving by their partner as well as an ambiguous in-person rejection (administered by the experimenter). Participants in the non-rejection condition were not exposed to either the programmed or in-person manipulations. Outcomes of interest included total giving during the PD game, constriction of giving, and the use of particular strategies following rejection in the PD game, as well as various measures of relationship quality collected at the end of each round of play. It was hypothesized that individuals with high social anxiety in the rejection condition would exhibit less total giving and a constricted response to low partner giving and also be less likely to use prosocial strategies to encourage cooperation (i.e., a coaxing strategy) following rejection by the partner compared to those with low social anxiety in the rejection condition. Additionally, we anticipated that those with high social anxiety in the rejection condition would provide lower ratings of the following relationship quality domains following the rejection condition: trust, closeness/connectedness, and perceived likeability than those with low social anxiety in the rejection condition. Overall, results provided little support for these hypotheses. However, there were several significant main effects that highlighted differences among those with high and low social anxiety. For example, individuals with high social anxiety had greater ratings of the expectancy of future rejection and of the importance of their next turn for maintaining the quality of their relationship with their partner. Additionally, there was a trend level (p = .08) social anxiety group by rejection condition interaction on the participant’s trust of his/her partner, such that those with high social anxiety exhibited reductions in relationship trust following rejection whereas those with low social anxiety did not. Implications of these findings as well as limitations and future directions of study are also explored.
Temple University--Theses
De, Silva Hannelore, Christoph Hauert, Arne Traulsen, and Karl Sigmund. "Freedom, enforcement, and the social dilemma of strong altruism." Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/s00191-009-0162-8.
Full textSandbank, Daren. "ANALYTICAL SOLUTION, AGENT BEHAVIORAL TRANSITIONS AND CLASSIFICATION STRUCTURES IN N-PERSON SOCIAL DILEMMA GAMES." Diss., The University of Arizona, 2010. http://hdl.handle.net/10150/194612.
Full textSarangi, Sudipta. "Exploring Payoffs and Beliefs in Game Theory." Diss., Virginia Tech, 2000. http://hdl.handle.net/10919/28556.
Full textPh. D.
Levati, Maria Vittoria. "Individuals behaviour in social dilemma games and the role played by persuasion : theory and experiments." Thesis, University of York, 2000. http://etheses.whiterose.ac.uk/14042/.
Full textJansson, Meyer Britt-Marie. "Filmberättandets kraft : om att vara pedagog och konstnärlig ledare i skolan." Thesis, Södertörns högskola, Institutionen för kultur och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-16652.
Full textDenna essä följer en mediepedagogs arbete som koordinator och konstnärlig ledare för ett Europeiskt projekt kallat Legalopoli, om lagar och etik i en högstadieskola i Mora. Eleverna skriver filmberättelser om rollkaraktärer, som ställs inför olika etiska dilemman i det interaktiva dataspel, som studenterna gemensamt skapar genom praktiskt filmarbete. Samtidigt får vi följa hur pedagogen på samma sätt, ställs inför olika svåra valsituationer i det pågående arbetet med eleverna. Hon tvingas till självreflektion och inser att den praktiska kunskapen i hennes arbete innehar en större etisk dimension än hon tidigare trott. Hon inser att bärkraften i projektet är det förtroende och den tillit, som hon måste skapa och utveckla bland eleverna, som från början var osäkra och betedde sig respektlöst mot varandra. Genom det praktiska filmarbetet kommer de alla nära varandra och får efter hand syn på både sig själva och varandra. Eleverna utvecklas från att ha varit rädda för att yttra sig i gruppen, till att bli tillitsfulla och kapabla medieproducenter, där de får göra sina röster hörda. De påbörjar en bildningsresa till att bli demokratiska och solidariska medborgare med vidgade perspektiv på sig själva och världen.
Otsubo, Hironori. "Dynamic Volunteer's Dilemmas, Unique Bid Auctions, and Discrete Bottleneck Games: Theory and Experiments." Diss., The University of Arizona, 2008. http://hdl.handle.net/10150/194255.
Full textBorges, Paulo Sérgio da Silva. "Model of strategy games based on the paradigm of the iterated prisoner s dilemma employing fuzzy sets." reponame:Repositório Institucional da UFSC, 1996. https://repositorio.ufsc.br/handle/123456789/111356.
Full textGhoneim, Ayman Ahmed Sabry Abdel Rahman Information Technology & Electrical Engineering Australian Defence Force Academy UNSW. "Local-global coupling in strategy games: extracting signatures and unfolding dynamics." Awarded by:University of New South Wales - Australian Defence Force Academy. School of Information Technology and Electrical Engineering, 2008. http://handle.unsw.edu.au/1959.4/38723.
Full textFletcher, Jeffrey Alan. "Fundamental Conditions for the Evolution of Altruism: Towards a Unification of Theories." PDXScholar, 2004. https://pdxscholar.library.pdx.edu/open_access_etds/1881.
Full textFerraz, Junior Wilton Moreira. "Métodos ágeis, dilema e rerroupagem no desenvolvimento de jogos educacionais em sala de aula." Universidade Federal de São Carlos, 2015. https://repositorio.ufscar.br/handle/ufscar/635.
Full textThis work aims to develop a novel method to design educational games, following Extreme Programming and Scrum Agile Methods and screenplays under the dilemmas and mechanical game re-guise concepts, which are already widely accepted in the literature. Workshops using the proposed method were conducted in order to identify the demands of educators and students from elementary and middle school and also the viability in the implementation of the method as a support tool to the teaching process. The validation results and the method acceptance were evaluated by statistical tests, which are also widely explored in the literature for similar samples. The final remarks show the successful methods evolution and their validation results under the considered classrooms context.
Este trabalho tem por objetivo desenvolver um novo método para a produção de jogos educativos, baseado nos métodos ágeis Scrum e Extreme Programming, além de utilizar conceitos de produção de roteiros baseados em dilemas e utilização de técnicas de rerroupagem de mecânicas de jogos já existentes e amplamente aceitas pela literatura. Foram realizadas oficinas, que utilizaram versões do método proposto, para identificar as demandas de professores e alunos do ensino médio e fundamental, e verificar qual delas apresentavam viabilidade de implantação como ferramenta de apoio ao processo de ensino-aprendizagem. Os resultados obtidos, tanto em relação à aceitação do método e como em relação à melhora dos indicadores de aprendizagem dos conceitos apresentados durante as oficinas, foram analisados utilizando testes estatísticos específicos, amplamente explorados na literatura. Os resultados dos testes permitiram o aprimoramento e a validação do método proposto dentro do contexto de sala de aula.
Faleiros, Pedro Bordini. "Efeitos do tipo de acesso à soma da pontuação do outro jogador na emissão de respostas \"cooperativas\" no jogo dilema do prisioneiro repetido." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/47/47132/tde-16122009-094748/.
Full textWhen the properties of Tit-For-Tat (TFT) are held in Iterated Prisoner\'s Dilemma Game, the cooperation occurs. But when any of the properties is changed such as the access to the sum of the scores another´s player is there is a probability that the cooperation no longer occurs. The objective of the study was to determine if the type of access to the sum of the scores anothers player, can affect the frequency of cooperative response in Iterated Prisoners Dilemma Game. Twenty four (24) undergraduate students were submitted to a computer program, scheduled to play the strategy TFT. But the participant was informed that he was playing with another player. One 100 trial session was conducted. Participants were divided into three groups of eight each, in the following experimental conditions: NO ACCESS Group (NA), where access was only to the sum of their own scores; ALWAYS ACCESS Group (AA), which was made available the access to the sum of their own and the anothers score in all trials and RANDOM ACCESS Group (RA), where access to the sum of their scores occurred in all trials and to the anothers score occurred in some trials, randomly. All participants of the Group NA began to cooperate during the session. In Group AA, the majority was defecting at first, but then began to cooperate. In Group RA among eight participants, only two showed a tendency to cooperate but showed a smaller frequency of cooperation than defection. Based on the results it is discussed that the type of access to the sum of the scores anothers player in the Iterated Prisoner\'s Dilemma Game began to have a role in increasing or decreasing discriminative cooperative responses. Also it is discussed the importance of observing response to the establishment of cooperation in TFT strategy.
Mischkowski, Dorothee [Verfasser], Andreas [Akademischer Betreuer] Glöckner, Andreas [Gutachter] Glöckner, Stefan [Gutachter] Schulz-Hardt, and Peter [Gutachter] Lewisch. "Decision Time in Social Dilemmas – Personality and Situational Factors Moderating Spontaneous Behavior in First and Second Order Public Good Games / Dorothee Mischkowski ; Gutachter: Andreas Glöckner; Stefan, Schulz-Hardt; Peter Lewisch ; Betreuer: Andreas Glöckner." Göttingen : Niedersächsische Staats- und Universitätsbibliothek Göttingen, 2020. http://d-nb.info/120554464X/34.
Full textWu, Marcio Jolhben. "Análise do efeito do investimento inicial no dilema do prisioneiro contínuo iterado simultâneo e alternado na presença e ausência de ruído em diferentes cenários de incerteza: contrapondo as estratégias RTS e LRS por meio da simulação bas." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/47/47132/tde-02032016-153429/.
Full textThe prisoner\'s dilemma is generally seen as the starting point for understanding the problem of cooperation. In comparison with the discreet and iterated prisoner\'s dilemma, few studies exist on the continuous iterated prisoner\'s dilemma. Most of the works that have investigated the continuous iterated prisoner\'s dilemma has concentrated in the period from 1990 to 2000, not getting conclusive results on the best strategy to be adopted in this type of game. Two different strategies stand out in this kind of dilemma. The first is the RTS strategy (Raise-the-Stakes) of Roberts and Sherrat (1998) that tests the ground before increasing investment in the relationship. The second is the model deriva LRS (Linear Reactive Strategies) de Wahl and Nowak (1999a). This last strategy being in Nash equilibrium cooperative presents three characteristics: (i) generosity, i.e., investing as much as possible at the beginning of the cooperation relationship; (ii) optimism, i.e., rely on the best scenario for the next rounds, and (iii) intransigence. This research has as main goal to reconcile opposing RTS strategies and LRS in a continuous iterated prisoner\'s dilemma, in the presence and absence of noise, with simultaneous moves and alternate and for different values of the parameter w (probability of interacting again). We restrict our analysis to a set of six strategies: ALLC, ALLD, TFT, RTS, LRS and RTSM (halfway between RTS and LRS). The method used was the agent-based simulation (ABM) in tournament format, similar to that of Axelrod (2006), Roberts (1998), Sherratt & Nowak & Sigmund (1992) and Nowak & Sigmund (1993). We use the NetLogo software and document the whole process of design and construction of the tool model TRACE (TRAnsparent and Comprehensive model Evaludation). The results show that most strategies are more favoured unions when the game consists of alternating plays rather than simultaneous. The RTS strategy had better performance in simultaneous games for intermediate values of w, in the presence or absence of noise. In turn, the IRS strategy had better performance when simultaneous games, in the presence or absence of noise, or switched, and in the presence of noise, in both cases, for large values of w
WU, CHIA-PEI, and 吳佳蓓. "The Impact of Violence Games on Young People Behavior - Application of Prisoner’s Dilemma Games." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/40841913349991381929.
Full text銘傳大學
國際企業學系碩士在職專班
105
With the era of network developed, people to get information and entertainment quite different, too, because rapid political and economic changes in Taiwan in recent years, causing many social problems, and criminal behavior in teenagers’ stage is the most active. We used the Game theory to complete the test and personality characteristics questionnaire, then SPSS18.0 software to analyze the data to fill out the relevance of the violence between the gender and the personality trait on teenagers. Thus, the purpose of this study is: 1. The player's gender is associated with decision-making behavior. 2. The influence of violent games on young people’s personality traits. 3. Impact of violence games on young people behavior. 4. The impact of violence personality traits on young people behavior. The main research objects are senior high students. The samples are from Neng Ren Home Economic And Commercial Vocational High School,NRVS and using Convenience Sampling. First, the predicament of the Game theory and the Trust games. And fill in the Buss and Perry (1992) Aggression Questionnaire measurements to see if the personality traits are related to the external behavior. Finally, the study obtains several conclusions: 1. The player's gender is partial correlation with decision-making behavior. Women's willingness to cooperate is higher than that of men 2. Players game experience is partial correlation with external behavior. The more frequent exposure to violent video games will reduce the trust the wishes of cooperation. 3. Violent video game experience is associated with violence personality traits. They have more significant impact on the young people. 4. Players personality trait is partial correlation with external behaviors. Long-term exposure to violent video games, the cooperation and trust behavior is low.
Tseng, Ting-han, and 曾亭翰. "A Study of Multi-Person Prisoner’s Dilemma and Social Structure in Online Games." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/17243579137455079504.
Full text國立中山大學
高階經營碩士班
104
In recent years, the development of computer games have moved toward mobile devices, but the life cycle of a game is significantly decreasesing. Because of lowering the threshold for game development, many new entrants would join the competition and change the market with less cost. On the other hand, because of the different environment and characteristics of smartphone and personal computer, the player''s gaming habits has also been changed. Faced with such fierce competition, some game designers try to adopt a series of mechanisms to improve product profitability, enable these players to compete with each other, and guide the players to an iterative multiplayer prisoner''s dilemma. The Prisoners’ Dilemma is usually viewed as a Game Theory and emphasize on the ratioanl interaction among players. However, investigations require a multi-person model of the game to understand what the problem that people have had. Much has writton about the two-agent iterated Prisoners’ Dilemma game. Some studies claim the simulation of multi-agent games are based on mutualinteractions among the agents. A stochastic learning model that Macy created has asserted that threshold effects would shift the relation ships of agents from a defective equilibrium to cooperation. This study attempts to use Agent-based model to examine the effect of various user-based parameters (payoff curve, participant personality, neighbor rang, iteration numbers) in an iterative multiplayer prisoner''s dilemma game. This tool is suitable for an unlimited number of participants with various personalities, and can be used to try to figure out the critical point of the participants'' strategy transferred from Nash equilibrium to cooperation. The critical point represents the final ratio of cooperators in the game, and also represents the end of the product life, so the iteration number required to reach the critical point can be considered as the product life cycle. When the gap between the traitor’s payoff curve and the cooperator’s payoff curve is greater, the critical point is lower, and the product life is shorter. In addition, when the neighbor range is smaller, the product life is longer; the participant personality and the initial distribution have significant effect on the product life, and it will significantly affect the final distribution of participants. The product life of a game has a clear relevance with the design of these parameters. A game designer would extend the product life by adjusting these parameters. In addition, this study asserts that social behaviors are the catalsts to the social system cooperation.
"Topics in the emergence of cooperation in competing games." 2008. http://library.cuhk.edu.hk/record=b5896852.
Full textThesis (M.Phil.)--Chinese University of Hong Kong, 2008.
Includes bibliographical references (leaves 139-141).
Abstracts in English and Chinese.
Chan, Chun Him = Lun jing zheng huan jing zhong chu xian de xie zuo xian xiang / Chen Junqian.
Title
Abstract --- p.i
Acknowledgements --- p.v
Table of Contents --- p.vii
Chapter 1 --- Prologue --- p.1
Chapter 2 --- Prisoners' Dilemma and Snowdrift Game --- p.6
Chapter 2.1 --- Introduction --- p.6
Chapter 2.2 --- Formulation --- p.7
Chapter 2.3 --- The Prisoners,Dilemma (PD) --- p.8
Chapter 2.4 --- The Snowdrift Game (SG) --- p.9
Chapter 2.5 --- Parameterizing Payoffs in PD --- p.10
Chapter 2.5.1 --- The Temptation Reward Punishment Sucker System (TRPS system) --- p.10
Chapter 2.5.2 --- "Our Expanded 2-parameter System (r, s system)" --- p.10
Chapter 2.5.3 --- Our 1-parameter System (r system) --- p.11
Chapter 2.5.4 --- The Benefit and Cost System (BC system) --- p.11
Chapter 2.6 --- Parameterizing Payoffs in SG --- p.12
Chapter 2.6.1 --- A Common 1-parameter System (rh system) --- p.13
Chapter 2.6.2 --- Our 1-parameter System (r system) --- p.13
Chapter 3 --- Iterated Prisoners' Dilemma (IPD) --- p.15
Chapter 3.1 --- Tragedy of One-shot PD Game --- p.15
Chapter 3.2 --- The First Cooperation --- p.16
Chapter 3.2.1 --- Repeated PD Game --- p.16
Chapter 3.2.2 --- Axelrod´ةs Tournament and Strategy “Tit-for-Tat´ح (TFT) --- p.17
Chapter 3.3 --- The Second Cooperation --- p.18
Chapter 3.3.1 --- Nowak and Sigmund Evolutionary Experiment --- p.18
Chapter 3.3.2 --- Stochastic Reactive Strategies (SRSs) and Evolutionary Infinite IPD --- p.19
Chapter 3.3.3 --- Experimental Setup --- p.20
Chapter 3.3.4 --- Experimental Results --- p.21
Chapter 3.3.5 --- Conclusion: TFT as a Pivot for Cooperation --- p.22
Chapter 4 --- Evolutionary IPD with Strategy Lattices --- p.23
Chapter 4.1 --- Sensitivity to Initial Conditions and Numerical Accuracy in IPD --- p.24
Chapter 4.2 --- Modifications and Justifications --- p.24
Chapter 4.3 --- Simulation Results --- p.26
Chapter 4.3.1 --- Strategy Frequencies Xi(t) versus Time --- p.27
Chapter 4.3.2 --- "Mean Final State in the Whole r, s Space" --- p.32
Chapter 4.3.3 --- Time Evolution of (p) and (q) --- p.38
Chapter 4.3.4 --- Mean Final State of a Strategy Lattice with Inclined Frequencies --- p.42
Chapter 4.3.5 --- Conclusion --- p.50
Chapter 5 --- Egoistic Exploiters Induced Global Generosity in Evolutionary IPD --- p.52
Chapter 5.1 --- Introduction --- p.52
Chapter 5.2 --- Modifications and Justifications --- p.52
Chapter 5.3 --- "The Three Initial Conditions: Cases TO, T1 and T2" --- p.53
Chapter 5.4 --- Simulation Results --- p.54
Chapter 5.4.1 --- Distribution of the Final Dominant Strategies --- p.54
Chapter 5.4.2 --- Case TO (100 Random Strategies) --- p.56
Chapter 5.4.3 --- Case T1 (99 Random Strategies and a TFT-like Strategy) --- p.58
Chapter 5.4.4 --- Case T2 (98 Random Strategies and both a TFT-like and an AllD-like Strategies) --- p.58
Chapter 5.4.5 --- Comparing the Three Cases --- p.61
Chapter 5.4.6 --- Discussion --- p.64
Chapter 5.5 --- Analytic Manipulations for Small r Region --- p.65
Chapter 5.5.1 --- Values of (pmps) and (qmps) for Case T2 --- p.65
Chapter 5.5.2 --- Values of {pmps) and {qmps) for Case TO and T1 --- p.68
Chapter 5.6 --- Conclusion --- p.71
Chapter 6 --- The Basics of Networks --- p.72
Chapter 6.1 --- Fully-connected Networks and Well-mixed Networks --- p.72
Chapter 6.2 --- Simple Hypercubic Lattices --- p.73
Chapter 6.3 --- Barabasi-Albert (BA) Scale-free Growing Networks --- p.74
Chapter 7 --- Proposing the N-person Snowdrift Game (NSG) --- p.76
Chapter 7.1 --- Introduction --- p.76
Chapter 7.2 --- Limitations of 2-person Games on Networks --- p.76
Chapter 7.3 --- The Existing N-person Games --- p.77
Chapter 7.3.1 --- The Public Good Game (PGG) --- p.78
Chapter 7.3.2 --- The N-person Battle of Sexes Games (NBOS) --- p.78
Chapter 7.4 --- The NSG Scenario and Payoffs --- p.79
Chapter 7.5 --- Everyday Examples of NSG --- p.80
Chapter 7.6 --- Preview of Studies in Evolutionary NSG --- p.82
Chapter 8 --- Evolutionary NSG in Well-mixed Populations --- p.84
Chapter 8.1 --- The Method of Replicator Dynamics --- p.84
Chapter 8.2 --- The Simulation Algorithm --- p.90
Chapter 8.3 --- The Simulated Equilibrium Contributor Fraction x*(r) --- p.91
Chapter 8.4 --- Analytic Manipulations on the Algorithm --- p.92
Chapter 8.4.1 --- Conversion Probabilities and Equilibrium Conditions --- p.92
Chapter 8.4.2 --- Discussions --- p.94
Chapter 8.5 --- Analytic Treatments on the Time Evolution of the Contribution Level x(t) --- p.96
Chapter 8.5.1 --- Discrete Time Equation --- p.97
Chapter 8.5.2 --- Continuous Approximations --- p.97
Chapter 8.5.3 --- Analytical Solutions of N=2 and N=S --- p.98
Chapter 8.6 --- Conclusion --- p.100
Chapter 9 --- Evolutionary NSG in Simple Hypercubic Lattices --- p.101
Chapter 9.1 --- Comparison between Well-mixed and Lattice Populations --- p.101
Chapter 9.2 --- Simulation Parameters --- p.103
Chapter 9.3 --- Simulation Results for ID Lattices --- p.103
Chapter 9.4 --- Analytic Theory for ID Lattices by Analyzing on the Local Configurations --- p.105
Chapter 9.4.1 --- The Absence of Connected Contributors --- p.105
Chapter 9.4.2 --- Theory for ID k=2 Chain Lattice --- p.106
Chapter 9.4.3 --- Theory for ID k=4 Chain Lattice --- p.109
Chapter 9.5 --- Simulation Results for 2D Lattices --- p.112
Chapter 9.6 --- Analytic Theory for 2D k=4 Square Lattice --- p.115
Chapter 9.7 --- Simulation Results for 3D Cubic Lattice --- p.120
Chapter 9.8 --- Conjectures for Approximate Solutions in High-Dimensional Hy- percubic Lattices --- p.120
Chapter 9.9 --- Extracting the Relation Neff=2k+1 --- p.122
Chapter 9.10 --- Conclusion --- p.123
Chapter A --- Evolutionary NSG in Barabasi-Albert Networks --- p.125
Chapter A.l --- The New Elements in BA Networks --- p.126
Chapter A.2 --- The Two Implementations - Model A and Model B --- p.126
Chapter A.3 --- Results in Model A (Varying-N) --- p.127
Chapter A.4 --- Results in Model B (Fixed-N) --- p.133
Chapter A.5 --- Conclusion --- p.135
Chapter B --- Supplementary Equations for Chapter 9 --- p.136
Chapter B.l --- Equations for ID k=4 Lattice --- p.136
Chapter B.2 --- Equations for 2D k=4 Lattice --- p.137
Bibliography --- p.139
"Evolutionary Games as Interacting Particle Systems." Doctoral diss., 2016. http://hdl.handle.net/2286/R.I.38550.
Full textDissertation/Thesis
Doctoral Dissertation Applied Mathematics 2016
Li, Cong. "Evolution of cooperation in evolutionary games with the opting-out strategy and under random environmental noise." Thesis, 2020. http://hdl.handle.net/1866/24642.
Full textIn this thesis, we study the effects of a stochastic environment and the use of an opting-out strategy on the evolution of cooperation in evolutionary games. The thesis contains 8 articles, among which 6 are already published in peer-reviewed journals. Apart from the introduction, the thesis is divided into two parts, Part 1 made with 5 articles and Part 2 with 3 articles. Part 1 studies randomized payoffs in evolutionary games. Article 1 introduces stability concepts for 2x2 matrix games in infinite populations undergoing discrete, non-overlapping generations in a stochastic environment and gives conditions for an equilibrium, either on the boundary or in the interior of the simplex of all strategy frequencies, to be stochastically locally stable or unstable. Article 2 extends the results of Article 1 to the case where fitness is an exponential function of expected payoff in random pairwise interactions and shows that, unexpectedly, environmental random noise can break a periodic cycle and promote stability of an interior equilibrium. Article 3 discusses the effects of weak selection. While stability conditions in a random environment return to conditions in the deterministic case as selection intensity diminishes, random fluctuations in payoffs can accelerate the speed of convergence toward a stable equilibrium under weaker selection. Article 4 applies stochastic evolutionary stability theory to a randomized Prisoner's dilemma game and shows that increasing the variance in payoffs for defection is conducive to the evolution of cooperation. Article 5 studies randomized matrix games in finite populations and gives conditions for selection to favor the evolution of cooperation in the context of a randomized Prisoner's dilemma. Part 2 considers a repeated Prisoner's dilemma game with an opting-out behavior adopted by every player in pairwise interactions. Article 6 studies the evolutionary dynamics of cooperation and defection in this context and shows possible long-term coexistence, assuming an infinite population and fast (actually, instantaneous) equilibrium in the pair frequencies. Article 7 reports experimental results with 264 university students using the opting-out strategy that support the theoretical prediction of a long-term coexistence of cooperation and defection. Article 8 extends the analysis of the model with the opting-out strategy to the case of a finite population and provides a rigorous proof of the two-time scales for the frequencies of cooperation and defection on one hand and the frequencies of strategy pairs on the other.
Liao, Li-Hui, and 廖麗慧. "The study of Taiwan and Japan cultural differences on Decision-Making behavior of Agency Relationship- Application of Prisoner’s Dilemma Games." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/94716949420904695513.
Full text銘傳大學
國際企業學系碩士在職專班
100
The international business relationship has become more inter-dependent due to the trend of globalization. This phenomenon leads companies to seek for cheaper resources, or to authorize other professional agents to sell their products, in order to maximize their profit. However, because every country has its unique cultural background, when one company tries to expand its market in other countries, some cultural problems may emerge. According to some prior studies, cultural difference is considered as the key point that influences local people’s behavior and their ways of decision making. Thus, this study will focus on whether cultural difference will affect Taiwanese and Japanese producers and agents’ ways of decision making. Based on Prisoner’s Dilemma Theory, we take Taiwanese and Japanese producers and agents as our examples and conduct a “One-shot Game” and an “Infinitely Repeated Game” in order to verify that whether cultural difference will affect players’ decision making process. The result shows as follows: 1. There is no significant relationship between players’ decision and nationalities in the “one-shot Game of Deterministic Prisoner’s Dilemma”. Somehow, Taiwanese players tend to choose defection when they know that the profit they may get is uncertain. This result reveals that the Taiwanese players tend to take risks in order to earn more profit. 2. In the experiment of “Infinitely Repeated Game”, among the action strategies adopted by the participants who had experienced several transactions, Faithful strategy tended to be most highly rewarded. When one player’s rival keeps choosing to cooperate, the Japanese players will attempt to choose to cooperate (even they choose to defect their competitors in the beginning.) However, Taiwanese players’ decision won’t be affected by their rivals.
Huang, Chia-Wen, and 黃嘉文. "A Study of Gender and Personality Traits on the Decision-Making Behavior under Prisoner’s Dilemma Games - Case of Financial Industry." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/02619999928295253993.
Full text銘傳大學
國際企業學系碩士在職專班
100
This paper explores how gender and personality traits influence the decision making process of cooperation and competition in the finance industry within the context of the prisoner dilemma game. Based on single and multiple experiments within the design of the prisoner dilemma game, this research project also tests the correlation between strategy adaptation and profit making. Multi-regression and one way ANOVA was used to analyze data gathered through questionnaires on personal background and personality traits. The findings are listed as follow: 1. Gender significantly affects policy-making of price competition within single-shot game. In between competitors of the same gender crafty strategy and mixed strategy were used more often than competition among same gender competitors. 2. Within Infinitely Repeated Game, the participant Personal Characteristics will affect the policy -making strategy. In the redundant long-term competition transaction relations, competitors with Type A personality frequently chose the betrayal motion than competitors with Type B personality traits. 3. Utilization of strategy affects income of the enterprise studied. Participants who opted for sly strategy obtain the highest reward in Infinitely Repeated game setting. The finding is different from the take tits for tat the strategy described by Axelrod (1984) experiment. But for people who employed mixed strategies and received the second highest awards, half of the participants chose the tit for tat strategy. This finding indicates positive correlation between profiting making and the employment of complement strategies to the tit for tat strategy.
Devitt, Mark. "The Myth of Olympic Unity: The Dilemma of Diversity, Olympic Oppression, and the Politics of Difference." Thesis, 2010. http://hdl.handle.net/1807/25643.
Full text"A Model Of Strategy Games Based On The Paradigm Of The Iterated Prisioner S Dilema Employng Fuzzy Sets." Tese, Programa de Pós Graduação em Engenharia de Produção, 1996. http://www.eps.ufsc.br/teses96/borges/index/index.htm.
Full textFranken, Cornelis J. "PSO-based coevolutionary Game Learning." Diss., 2004. http://hdl.handle.net/2263/30166.
Full textDissertation (MSc)--University of Pretoria, 2005.
Computer Science
unrestricted