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Journal articles on the topic 'Rules games'

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1

Kaluziński, Bartosz. "Rules and Games." Philosophia 47, no. 4 (December 15, 2018): 1165–76. http://dx.doi.org/10.1007/s11406-018-0050-2.

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2

Gardner, Roy, and Elinor Ostrom. "Rules and games." Public Choice 70, no. 2 (May 1991): 121–49. http://dx.doi.org/10.1007/bf00124480.

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3

Menezes, Flavio, and John Quiggin. "Games without Rules." Theory and Decision 63, no. 4 (April 17, 2007): 315–47. http://dx.doi.org/10.1007/s11238-007-9042-6.

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4

MERLO, LISA J. "Video Games: Rules Required." Internal Medicine News 42, no. 19 (November 2009): 13. http://dx.doi.org/10.1016/s1097-8690(09)70769-3.

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5

Giffard, Sydney. "Games, rules and rituals." Pacific Review 5, no. 1 (January 1992): 78–79. http://dx.doi.org/10.1080/09512749208718957.

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6

Morgan, William J. "Games, Rules, and Conventions." Philosophy of the Social Sciences 44, no. 3 (August 29, 2013): 383–401. http://dx.doi.org/10.1177/0048393113500215.

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7

Eylon, Yuval, and Amir Horowitz. "Games, Rules, and Practices." Sport, Ethics and Philosophy 12, no. 3 (July 5, 2017): 241–54. http://dx.doi.org/10.1080/17511321.2017.1334696.

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8

Carpente, Luisa, Balbina Casas-Méndez, Ignacio García-Jurado, and Anne van den Nouweland. "Allocation Rules for Games with Optimistic Aspirations." Game Theory 2013 (September 3, 2013): 1–8. http://dx.doi.org/10.1155/2013/540487.

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A game with optimistic aspirations specifies two values for each coalition of players: the first value is the worth that the players in the coalition can guarantee for themselves in the event that they coordinate their actions, and the second value is the amount that the players in the coalition aspire to get under reasonable but very optimistic assumptions about the demands of the players who are not included in the coalition. In this paper, in addition to presenting this model and justifying its relevance, we introduce allocation rules and extend the properties of efficiency, additivity, symmetry, and null player property to this setting. We demonstrate that these four properties are insufficient to find a unique allocation rule and define three properties involving null players and nullifying players that allow the identification of unique allocation rules. The allocation rules we identify are the Midpoint Shapley Value and the Equal Division Rule.
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9

Dawar, Anuj, and Bjarki Holm. "Pebble Games with Algebraic Rules*." Fundamenta Informaticae 150, no. 3-4 (March 3, 2017): 281–316. http://dx.doi.org/10.3233/fi-2017-1471.

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10

Jackson, Matthew O. "Allocation rules for network games." Games and Economic Behavior 51, no. 1 (April 2005): 128–54. http://dx.doi.org/10.1016/j.geb.2004.04.009.

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11

Jensen, Martin Kaae, and Alexandros Rigos. "Evolutionary games and matching rules." International Journal of Game Theory 47, no. 3 (June 11, 2018): 707–35. http://dx.doi.org/10.1007/s00182-018-0630-1.

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12

Rosenthal, Robert W. "Rules of thumb in games." Journal of Economic Behavior & Organization 22, no. 1 (September 1993): 1–13. http://dx.doi.org/10.1016/0167-2681(93)90069-2.

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13

Hoernig, Steffen H. "Bertrand Games and Sharing Rules." Economic Theory 31, no. 3 (April 25, 2006): 573–85. http://dx.doi.org/10.1007/s00199-006-0112-8.

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14

Mealey, Linda. "Mating strategies as game theory: Changing rules?" Behavioral and Brain Sciences 23, no. 4 (August 2000): 613. http://dx.doi.org/10.1017/s0140525x00523371.

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Human behavior can be analyzed using game theory models. Complex games may involve different rules for different players and may allow players to change identity (and therefore, rules) according to complex contingencies. From this perspective, mating behaviors can be viewed as strategic “plays” in a complex “mating game,” with players varying tactics in response to changes in the game's payoff matrix.
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15

Hamlin, Alan, Elinor Ostrom, Roy Gardner, and James Walter. "Rules, Games, and Common-Pool Resources." Economic Journal 105, no. 431 (July 1995): 1034. http://dx.doi.org/10.2307/2235179.

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16

Reiland, Indrek. "Constitutive Rules: Games, Language, and Assertion." Philosophy and Phenomenological Research 100, no. 1 (June 27, 2018): 136–59. http://dx.doi.org/10.1111/phpr.12525.

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17

Caulier, Jean-François, Ana Mauleon, and Vincent Vannetelbosch. "Allocation rules for coalitional network games." Mathematical Social Sciences 78 (November 2015): 80–88. http://dx.doi.org/10.1016/j.mathsocsci.2015.08.003.

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18

Simon, Leo K., and William R. Zame. "Discontinuous Games and Endogenous Sharing Rules." Econometrica 58, no. 4 (July 1990): 861. http://dx.doi.org/10.2307/2938353.

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19

SUGUMARAN, A., V. THANGARAJ, and G. RAVINDRAN. "AVERAGE RULES FOR COOPERATIVE TU GAMES." International Game Theory Review 15, no. 04 (November 18, 2013): 1340027. http://dx.doi.org/10.1142/s0219198913400276.

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In this paper, we propose a new single valued rule based on the concept of fair division for all cooperative transferable utility (TU) games. In any cooperative TU game, primarily the coalitions that are likely to form are identified and each such coalition is fixed with a payoff vector based on the notion of fairness. The value of the single valued rule is obtained from the collection of all coalition structures consisting of the coalitions that are likely to form. The uniqueness of the new rule is followed by its existence and computational simplicity for all TU games. Finally, a linear average rule is defined, and some of its properties are discussed.
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20

Frąckiewicz, Piotr. "Non-Classical Rules in Quantum Games." Entropy 23, no. 5 (May 13, 2021): 604. http://dx.doi.org/10.3390/e23050604.

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Over the last twenty years, quantum game theory has given us many ideas of how quantum games could be played. One of the most prominent ideas in the field is a model of quantum playing bimatrix games introduced by J. Eisert, M. Wilkens and M. Lewenstein. The scheme assumes that players’ strategies are unitary operations and the players act on the maximally entangled two-qubit state. The quantum nature of the scheme has been under discussion since the article by Eisert et al. came out. The aim of our paper was to identify some of non-classical features of the quantum scheme.
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21

Capasso-Ballesteros, Italo Felipe, and Fernando De la Rosa-Rosero. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. http://dx.doi.org/10.17533/udea.redin.20200369.

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Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.
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22

Webber, Don J., Ian Milliner, and Paul White. "A STATISTICAL DEVELOPMENT OF FIXED ODDS BETTING RULES IN SOCCER." Journal of Gambling Business and Economics 3, no. 1 (January 2, 2013): 89–99. http://dx.doi.org/10.5750/jgbe.v3i1.543.

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Two simple but seemingly profitable betting rules for betting on the away win in association football are developed. One rule is consistent with avoiding those games in which there is a clear favourite. The second rule is based directly on modelling bookmaker odds and assessing the residuals under the fitted model. Contrary to previous research the betting rule using the residuals suggests avoiding betting on those games where there are large discrepancies between bookmaker odds and predicted-model odds.
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23

Tselishchev, V. V. "Rules, understanding and language games in mathematics." Philosophical Problems of Information Technologies and Cyberspace, no. 1 (July 14, 2021): 35–45. http://dx.doi.org/10.17726/philit.2021.1.2.

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The article is devoted to the applicability of Wittgenstein’s following the rule in the context of his philosophy of mathematics to real mathematical practice. It is noted that in «Philosophical Investigations» and «Remarks on the Foundations of Mathematics» Wittgenstein resorted to the analysis of rather elementary mathematical concepts, accompanied also by the inherent ambiguity and ambiguity of his presentation. In particular, against this background, his radical conventionalism, the substitution of logical necessity with the «form of life» of the community, as well as the inadequacy of the representation of arithmetic rules by a language game are criticized. It is shown that the reconstruction of the Wittgenstein concept of understanding based on the Fregian division of meaning and referent goes beyond the conceptual framework of Wittgenstein language games.
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24

DU, JIANGFENG, XIAODONG XU, HUI LI, XIANYI ZHOU, and RONGDIAN HAN. "PLAYING PRISONER'S DILEMMA WITH QUANTUM RULES." Fluctuation and Noise Letters 02, no. 04 (December 2002): R189—R203. http://dx.doi.org/10.1142/s0219477502000993.

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Quantum game theory is a recently developing field of physical research. In this paper, we investigate quantum games in a systematic way. With the famous instance of the Prisoner's Dilemma, we present the fascinating properties of quantum games in different conditions, i.e. different number of the players, different strategic space of the players and different amount of the entanglement involved.
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25

Aleuov, Userbay, and Tazagul Pakhratdinova. "RULES OF CHILDREN'S GAMES IN FOLK PEDAGOGY." Theoretical & Applied Science 81, no. 01 (January 30, 2020): 246–49. http://dx.doi.org/10.15863/tas.2020.01.81.45.

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26

Chapman, Bruce. "Law Games: Defeasible Rules and Revisable Rationality." Law and Philosophy 17, no. 4 (July 1998): 443. http://dx.doi.org/10.2307/3505089.

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27

Ang, Chee Siang. "Rules, gameplay, and narratives in video games." Simulation & Gaming 37, no. 3 (September 2006): 306–25. http://dx.doi.org/10.1177/1046878105285604.

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28

McNamara, John M., Catherine E. Gasson, and Alasdair I. Houston. "Incorporating rules for responding into evolutionary games." Nature 401, no. 6751 (September 1999): 368–71. http://dx.doi.org/10.1038/43869.

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29

Curiel, Imma. "Compensation rules for multi-stage sequencing games." Annals of Operations Research 225, no. 1 (August 9, 2013): 65–82. http://dx.doi.org/10.1007/s10479-013-1432-2.

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30

Bahel, Eric, and Christian Trudeau. "Stable lexicographic rules for shortest path games." Economics Letters 125, no. 2 (November 2014): 266–69. http://dx.doi.org/10.1016/j.econlet.2014.08.033.

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31

Truchon, Michel. "Voting games and acyclic collective choice rules." Mathematical Social Sciences 29, no. 2 (April 1995): 165–79. http://dx.doi.org/10.1016/0165-4896(94)00770-9.

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32

Truchon, M. "Voting games and acyclic collective choice rules." Mathematical Social Sciences 31, no. 1 (February 1996): 55. http://dx.doi.org/10.1016/0165-4896(96)88675-6.

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33

Liao, Shu-hsien, and Wei-Lun Chiu. "Investigating the Behaviors of Mobile Games and Online Streaming Users for Online Marketing Recommendations." International Journal of Online Marketing 11, no. 1 (January 2021): 39–61. http://dx.doi.org/10.4018/ijom.2021010103.

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Mobile games have become online leisure and communication activities, so in recent years, different generation players have gradually become more involved in mobile games and the market has grown. Online streaming refers to entertainment and communicate in the form of a real-time broadcast on the internet, such as mobile gaming apps which create a one-stop game audio-visual interactive online marketing and social media/network platforms. Using a market survey on Taiwan players, a total of 1,020 questionnaires data are incorporated into a relational database. Big data analytics, including cluster analysis and association rules, are used to determine game players' profiles and their preference patterns and rules. Using cluster analysis, the authors divide Taiwan mobile game players into three clusters and then find each group's profiles. In addition, this study develops a rule-based recommendation approach, association rules, for investigating mobile games players' online streaming and purchasing behaviors in terms of online marketing recommendations.
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34

JANSSEN, MARCO A. "THE EVOLUTION OF RULES IN SHEDDING-TYPE OF CARD GAMES." Advances in Complex Systems 13, no. 06 (December 2010): 741–54. http://dx.doi.org/10.1142/s0219525910002839.

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Shedding-type of card games are used as a fruit fly to study the evolution of institutional arrangements. Eleven types of rules are identified which leads to a spectrum of 2048 possible shedding games. Each game can be evaluated by the length and difficulty of the game and as such a fitness landscape of possible shedding games can be constructed. Building on cultural group selection simulations are performed with 100 groups which start with randomly throwing cards and evolving to games similar to UNO. Finally, experiments have been performed where characteristics of agents co-evolve with the rules of the game.
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35

TORAL, RAÚL. "COOPERATIVE PARRONDO'S GAMES." Fluctuation and Noise Letters 01, no. 01 (March 2001): L7—L12. http://dx.doi.org/10.1142/s021947750100007x.

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We introduce a new family of Parrondo's games of alternating losing strategies in order to get a winning result. In our version of the games we consider an ensemble of players and use "social" rules in which the probabilities of the games are defined in terms of the actual state of the neighbors of a given player.
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36

HAUERT, CH. "EFFECTS OF SPACE IN 2 × 2 GAMES." International Journal of Bifurcation and Chaos 12, no. 07 (July 2002): 1531–48. http://dx.doi.org/10.1142/s0218127402005273.

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A systematic analysis of the effects of spatial extension on the equilibrium frequency of cooperators and defectors in 2 × 2 games is presented and compared to well mixed populations where spatial extension can be neglected. We demonstrate that often spatial extension is indeed capable of promoting cooperative behavior. This holds in particular for the prisoner's dilemma for a small but important parameter range. For the hawk–dove game, spatial extension may lead to both, increases of the hawk- as well as the dove-strategy. The outcome subtly depends on the parameters as well as on the degree of stochasticity in the different update rules. For rectangular lattices, the general conclusions are rather robust and hold for different neighborhood types i.e. for the von Neumann as well as the Moore neighborhood and, in addition, they appear to be almost independent of the update rule of the lattice. However, increasing stochasticity for the update rules of the players results in equilibrium frequencies more closely related to the mean field description.
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37

Osterberg, Luis Tiago, and Isabel Cristina Machado de Lara. "The Wittgensteinian Perspective and Ethnomathematics: An Analysis of Language Games and the Rules Governing their Uses in Certain Work Activities." Acta Scientiae 21, no. 5 (September 27, 2019): 28–43. http://dx.doi.org/10.17648/acta.scientiae.4743.

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This work, adopting a Wittgensteinian perspective, aims to analyze the language games that involve mathematical concepts present in certain work activities, as well as the rules of use of such concepts, comparing them with the existing rules in School Mathematics. The studies analyzed used Ethnomathematics as a research method to understand the generation, organization and dissemination of mathematical knowledge in certain professions, in particular carpenters, fishermen, farmers and artisans. In considering the language games present in the mathematical practices existing in these professions, it is possible to show that in some games rules are presented that have strong family similarities to the games that make up the School Mathematics when they need a written mathematics, however, the expression of language games orally assume different meanings for terms present in both grammars. In addition, it presents examples of the use of mathematical knowledge without the formalism and rigor present in the language games of School Mathematics. It is a way of doing mathematics generated by another grammar that uses other rules, in this case estimation and rounding, a type of rationality distinct from that which constitutes School Mathematics, but which is effective in that form of use.
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38

Ito, Hiromu, and Jun Tanimoto. "Dynamic utility: the sixth reciprocity mechanism for the evolution of cooperation." Royal Society Open Science 7, no. 8 (August 2020): 200891. http://dx.doi.org/10.1098/rsos.200891.

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Game theory has been extensively applied to elucidate the evolutionary mechanism of cooperative behaviour. Dilemmas in game theory are important elements that disturb the promotion of cooperation. An important question is how to escape from dilemmas. Recently, a dynamic utility function (DUF) that considers an individual's current status (wealth) and that can be applied to game theory was developed. The DUF is different from the famous five reciprocity mechanisms called Nowak's five rules. Under the DUF, cooperation is promoted by poor players in the chicken game, with no changes in the prisoner's dilemma and stag-hunt games. In this paper, by comparing the strengths of the two dilemmas, we show that the DUF is a novel reciprocity mechanism (sixth rule) that differs from Nowak's five rules. We also show the difference in dilemma relaxation between dynamic game theory and (traditional) static game theory when the DUF and one of the five rules are combined. Our results indicate that poor players unequivocally promote cooperation in any dynamic game. Unlike conventional rules that have to be brought into game settings, this sixth rule is universally (canonical form) applicable to any game because all repeated/evolutionary games are dynamic in principle.
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39

Hoppenbrouwers, Stijn, Hans Weigand, and Etiënne Rouwette. "Setting Rules of Play for Collaborative Modeling." International Journal of e-Collaboration 5, no. 4 (October 2009): 37–52. http://dx.doi.org/10.4018/jec.2009062603.

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A gaming approach to methods and tooling for operational modeling is proposed, emphasizing the interactive and creative collaborative modeling process rather than modeling languages or model representations. The approach builds on existing work in method engineering, but focuses on the creation of model-oriented interactive systems. Various game elements as defined in game design theory are discussed in relation to games-for-modeling. In addition, a number of possible game concepts (like competition, score systems, etc.) are considered and illustrated by means of two design sketches of multi-player games for collaborative modeling.
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40

Wimbush, S. Enders. "The Rules of Central Asia's Games Are Changing." Asia Policy 16, no. 1 (2013): 181–84. http://dx.doi.org/10.1353/asp.2013.0036.

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41

Grandi, Umberto, Daniel Hughes, Francesca Rossi, and Arkadii Slinko. "Gibbard–Satterthwaite games for k-approval voting rules." Mathematical Social Sciences 99 (May 2019): 24–35. http://dx.doi.org/10.1016/j.mathsocsci.2019.03.001.

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42

Ishibuchi, Hisao, Ryoji Sakamoto, and Tomoharu Nakashima. "Learning fuzzy rules from iterative execution of games." Fuzzy Sets and Systems 135, no. 2 (April 2003): 213–40. http://dx.doi.org/10.1016/s0165-0114(02)00271-3.

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43

Tijs, S. H., M. R. Brânzei, S. Muto, S. Ishihara, and E. Fukuda. "Fuzzy clan games and bi-monotonic allocation rules." Fuzzy Sets and Systems 146, no. 2 (September 2004): 271–84. http://dx.doi.org/10.1016/s0165-0114(03)00302-6.

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44

Myerson, Roger B. "Comparison of Scoring Rules in Poisson Voting Games." Journal of Economic Theory 103, no. 1 (March 2002): 219–51. http://dx.doi.org/10.1006/jeth.2001.2830.

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45

Kew, Francis. "Contested Rules: An Explanation of How Games Change." International Review for the Sociology of Sport 22, no. 2 (June 1987): 125–35. http://dx.doi.org/10.1177/101269028702200205.

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46

Lee, Newton. "World Cyber Games announces official 2006 tournament rules." Computers in Entertainment 4, no. 3 (July 2006): 13. http://dx.doi.org/10.1145/1146816.1146836.

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47

Zhou, Yong-Hui, Jian Yu, Shu-Wen Xiang, and Long Wang. "Essential stability in games with endogenous sharing rules." Journal of Mathematical Economics 45, no. 3-4 (March 2009): 233–40. http://dx.doi.org/10.1016/j.jmateco.2008.09.003.

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48

Bj�rndal, Endre, Maurice Koster, and Stef Tijs. "Weighted allocation rules for standard fixed tree games." Mathematical Methods of Operations Research (ZOR) 59, no. 2 (June 1, 2004): 249–70. http://dx.doi.org/10.1007/s001860300324.

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49

Banks, J. S., and G. A. Bordes. "Voting games, indifference, and consistent sequential choice rules." Social Choice and Welfare 5, no. 1 (March 1988): 31–44. http://dx.doi.org/10.1007/bf00435496.

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50

Illingworth, Sam, and Paul Wake. "Ten simple rules for designing analogue science games." PLOS Computational Biology 17, no. 6 (June 10, 2021): e1009009. http://dx.doi.org/10.1371/journal.pcbi.1009009.

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