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1,256
Economic analysis of social interactions
- JOURNAL OF ECONOMIC PERSPECTIVES
, 2000
"... Economists have long been ambivalent about whether the discipline should focus on the analysis of markets or should be concerned with social interactions more generally. Recently the discipline has sought to broaden its scope while maintaining the rigor of modern economic analysis. Major theoretical ..."
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Cited by 509 (3 self)
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theoretical developments in game theory, the economics of the family, and endogenous growth theory have taken place. Economists have also performed new empirical research on social interactions, but the empirical literature does not show progress comparable to that achieved in economic theory. This paper
Learning in Extensive-Form Games: Experimental Data and Simple Dynamic Models in the Intermediate Term
- GAMES AND ECONOMIC BEHAVIOR 8, 164--212 (1995)
, 1995
"... We use simple learning models to track the behavior observed in experiments concerning three extensive form games with similar perfect equilibria. In only two of the games does observed behavior approach the perfect equilibrium as players gain experience. We examine a family of learning models which ..."
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Cited by 358 (15 self)
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We use simple learning models to track the behavior observed in experiments concerning three extensive form games with similar perfect equilibria. In only two of the games does observed behavior approach the perfect equilibrium as players gain experience. We examine a family of learning models
The Complexity of Mean Payoff Games on Graphs
- THEORETICAL COMPUTER SCIENCE
, 1996
"... We study the complexity of finding the values and optimal strategies of mean payoff games on graphs, a family of perfect information games introduced by Ehrenfeucht and Mycielski and considered by Gurvich, Karzanov and Khachiyan. We describe a pseudo-polynomial time algorithm for the solution of suc ..."
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Cited by 143 (4 self)
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We study the complexity of finding the values and optimal strategies of mean payoff games on graphs, a family of perfect information games introduced by Ehrenfeucht and Mycielski and considered by Gurvich, Karzanov and Khachiyan. We describe a pseudo-polynomial time algorithm for the solution
Source Models of Network Game Traffic
- Computer Communications
, 2000
"... We study the traffic generated by sessions of a popular multi-player network game. Our analysis indicates that empirical game traffic can be characterized well by certain analytical models. While clients and servers, as well as hosts with different configurations, produce different models, all model ..."
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Cited by 94 (0 self)
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models from the game are well modeled by the same families of distributions. We find that some data sets are best modeled with split distributions; that is, one portion of the data is well-modeled with one particular distribution, and the rest of the data with another. We describe how our models can
Game saturation of intersecting families
, 2012
"... We consider the following combinatorial game: two players, Fast and Slow, claim k-element subsets of [n] = {1, 2,..., n} alternately, one at each turn, such that both players are allowed to pick sets that intersect all previously claimed subsets. The game ends when there does not exist any unclaime ..."
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Cited by 1 (0 self)
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We consider the following combinatorial game: two players, Fast and Slow, claim k-element subsets of [n] = {1, 2,..., n} alternately, one at each turn, such that both players are allowed to pick sets that intersect all previously claimed subsets. The game ends when there does not exist any
Games and Family Resemblances
"... Consider for example the proceedings that we call "games". I mean board-games, card-games, ball-games, Olympic games, and so on. What is common to them all? Don't say: "There must be something common, or they would not be called 'games'"-- but look and see whether ..."
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Consider for example the proceedings that we call "games". I mean board-games, card-games, ball-games, Olympic games, and so on. What is common to them all? Don't say: "There must be something common, or they would not be called 'games'"-- but look and see
Evolution of Behavior in Family Games
, 2000
"... In 1964, the great evolutionary biologist, William Hamilton proposed that evolutionary selection would result in a population of individuals in which each acts to maximize its inclusive tness, which Hamilton de ned as a weighted average of its own survival probability and the survival probabilities ..."
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of its kin, with the weights applied to relatives being proportional to their degree of relationship. Hamilton's papers were written almost 10 years before G. R. Price and John Maynard Smith introduced game theory to biologists. It is therefore not surprising that he did not model familial
Game Engines in Scientific Research
, 2002
"... DERIVED FROM COMPUTER-BASED GAMES. Michael Lewis and Jeffrey Jacobson # GAME ENGINES IN SCIENTIFIC RESEARCH environments using artistry and texture maps. The cost of developing ever more realistic simulations has grown so huge that even game developers can no longer rely on recouping their e ..."
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Cited by 64 (6 self)
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their entire investment from a single game. This has led to the emergence of game engines---modular simulation code---written for a specific game but general enough to be used for a family of similar games. This separability of function from content is what now allows game code to be repurposed for scientific
Repeated Play of Families of Games by
, 2013
"... beschränkte einfache Recht ein, das ausgewählte Werk im Rahmen der unter ..."
Results 1 - 10
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