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1.
Logic Games are Complete for Game Logics   总被引:1,自引:0,他引:1  
van Benthem  Johan 《Studia Logica》2003,75(2):183-203
Game logics describe general games through powers of players for forcing outcomes. In particular, they encode an algebra of sequential game operations such as choice, dual and composition. Logic games are special games for specific purposes such as proof or semantical evaluation for first-order or modal languages. We show that the general algebra of game operations coincides with that over just logical evaluation games, whence the latter are quite general after all. The main tool in proving this is a representation of arbitrary games as modal or first-order evaluation games. We probe how far our analysis extends to product operations on games. We also discuss some more general consequences of this new perspective for standard logic.  相似文献   

2.
Goranko  Valentin 《Studia Logica》2003,75(2):221-238
We give a complete axiomatization of the identities of the basic game algebra valid with respect to the abstract game board semantics. We also show that the additional conditions of termination and determinacy of game boards do not introduce new valid identities.En route we introduce a simple translation of game terms into plain modal logic and thus translate, while preserving validity both ways, game identities into modal formulae.The completeness proof is based on reduction of game terms to a certain minimal canonical form, by using only the axiomatic identities, and on showing that the equivalence of two minimal canonical terms can be established from these identities.  相似文献   

3.
Cooperation is a fundamental form of social interaction, and turn-taking reciprocity one of its most familiar manifestations. The Centipede game provides a formal model of such alternating reciprocal cooperation, but a backward induction (BI) argument appears to prove logically that instrumentally rational players would never cooperate in this way. A systematic review of experimental research reveals that human decision makers cooperate frequently in this game, except under certain extreme conditions. Several game, situational, and individual difference variables have been investigated for their influence on cooperation. The most influential are aspects of the payoff function (especially the social gain from cooperation and the risk associated with a cooperative move), the number of players, repetitions of the game, group vs. individual decisions, and players’ social value orientations (SVOs). Our review of experimental evidence suggests that other-regarding preferences, including prosocial behavioural dispositions and collective rationality, provide the most powerful explanation for cooperation.  相似文献   

4.
In this contribution the norm of reciprocity is defined as a basic internal motivation. Using formal tools of game theory, a model of social utility function is presented. The reciprocity model predicts that social actors should reciprocate costs and benefits they receive, even when there are costs in conforming to the norm. Hypotheses about actors' behavior, expectations and evaluations are derived from the model. The hypotheses were tested in an experimental situation, the reciprocity game, consisting of a prisoner's dilemma game (PD) followed by a dictator game (DG). The sample was composed of 74 Italian undergraduate students. In line with the model's predictions, the experimental results showed that participants reciprocate the behavior of the opponent in the PD. In the DG, if the opponent cooperated, participants gave back an almost equal share, whereas if the opponent defected, participants gave a minimal amount. These reciprocity effects are modulated by individual differences in the concern for reciprocity. Copyright © 2000 John Wiley & Sons, Ltd.  相似文献   

5.
心理理论指对他人心理状态的理解,是一种毕生发展的能力。但之前的研究在研究对象和研究内容上存在一些缺陷。本文介绍了一种新范式——矩阵博弈(matrix game),对利用其研究心理理论进行了可行性分析,同时指出了两者相结合的理论基础和实证证据。未来研究可利用矩阵博弈来研究更广年龄范围人群心理理论的发展轨迹,并借助fMRI等技术来测查矩阵博弈中心理理论推理的脑机制。  相似文献   

6.
获得愉悦的游戏体验是网络游戏玩家最重要的游戏目的与动机之一。所谓网络游戏体验,是指网络游戏玩家和网络游戏诸要素在一定游戏情境下交互作用产生的认知和情绪反应。本文在网络游戏体验概念界定的基础上,着重介绍了网络游戏体验的结构、类型及测量方法,概述了网络游戏体验的前因和后果变量。文章最后指出,完善网络游戏体验的测量方式、改进网络游戏体验的研究方法、澄清网络游戏体验与网络游戏成瘾的关系、拓展网络游戏体验的应用研究是未来研究的方向。  相似文献   

7.
For the calculating male adult criminal, violent acts would appear largely counterproductive. Scholarly disagreements about these behaviors are substantial, although recent ethnographic reports emphasize the subjective sense of the experience. These reports have an existential aspect, focusing on the meaning of violent, anarchic acts to the identities of perpetrators. The earliest and best known existentialist writer on criminality is Fyodor Dostoevsky whose violent characters Smerdiakov, Svidrigailov, and Stavrogin, are enigmas to their fictional counterparts, much as violent American contemporaries are to authorities and the general public. Dostoevsky’s three enigmatic characters are reckless publicity seekers; like aliens in their own land, they habitually deceive, intimidate, and exploit while still considering themselves to be decent individuals. These depictions are congruent with Yochelson and Samenow’s much more recent forensic observations and reinforce an antisocial prototype. Bogg (1994) offers a behavioral communality for this class of violent men: patterns of self-aggrandizing gaming developed in childhood. The game player derives extraordinary pleasure from victories, although this orientation effectively counters socialization. From Dostoevsky’s views an existential nihilistic construct can be derived. This construct depicts the persona of an inveterate violent game player and is consistent with Durkheimian theory and with ethnographic and forensic/clinical observations. The prevention of a gaming orientation is feasible but appears to require parental skills and community resources.  相似文献   

8.
Interspecific aggression among captive female ungulates was investigated. Asymmetries in fighting abilities proved to be good predictors of relative levels of aggression between different pairs of species. The resource under dispute also influenced the nature of aggressive encounters. The results of this study were discussed in the light of game theory.  相似文献   

9.
The Centipede game is an abstract model of reciprocal relationships in which two individuals alternate in helping each other at relatively small personal cost. Whereas mutual cooperation can benefit both individuals in the long run, a paradoxical but logically compelling backward induction argument suggests that cooperation is irrational. Empirical studies have reported reliable deviations from the non‐cooperative backward induction solution, but their exclusively quantitative methods allow only a limited range of predefined motives to be explored. Our study uses verbal (‘think aloud’) protocols and qualitative data analysis to identify motives for cooperation in the Centipede game. The results provide little evidence for sophisticated backward induction reasoning. Instead, a wide range of motives emerged, their relative saliences varying according to the stage of the game. Activity bias affected decisions mainly at the beginning of the game, whereas cooperative and altruistic social value orientations most frequently accounted for cooperation towards its natural end.  相似文献   

10.
We study a simple game theoretic model of information transfer which we consider to be a baseline model for capturing strategic aspects of epistemological questions. In particular, we focus on the question whether simple learning rules lead to an efficient transfer of information. We find that reinforcement learning, which is based exclusively on payoff experiences, is inadequate to generate efficient networks of information transfer. Fictitious play, the game theoretic counterpart to Carnapian inductive logic and a more sophisticated kind of learning, suffices to produce efficiency in information transfer.  相似文献   

11.
张国华  雷雳 《心理科学》2015,(4):883-888
该研究采用青少年网络游戏体验量表和网络游戏成瘾量表,对北京某中学初一、初二、初三和高二年级247名中学生进行为期四个月的追踪研究,考察被试在追踪期间网络游戏成瘾倾向的变化,以及网络游戏体验与网络游戏成瘾的因果关系及其内在心理机制。结果表明:(1)青少年的网络游戏成瘾倾向在追踪研究期间保持相对稳定。(2)网络游戏体验与网络游戏成瘾相关显著。(3)交叉滞后分析结果表明,网络游戏体验是网络游戏成瘾的预测变量。进一步的回归分析表明,网络游戏体验对青少年网络游戏成瘾为同时性的预测。  相似文献   

12.
影响博弈结果的方法效应研究   总被引:2,自引:0,他引:2  
最后通谍博弈和独裁者博弈是实验经济学的经典博弈,也被心理学家用来研究人的公平和利他行为。该研究考查了经济学和心理学通常的报酬支付方式、博弈中待分配的金额是否影响博弈结果,以及两个博弈进行组内实验时是否会产生顺序效应。结果发现支付方式和金额不影响博弈结果,但有顺序效应产生。该研究对国内研究者进一步借用这两个博弈的相关研究打下了一定的方法学基础。  相似文献   

13.
使用中性视频游戏和亲社会视频游戏,采用单次双人给予倾向困境任务和辣酱范式分别测量被试的合作倾向和攻击倾向,旨在探究竞争性视频游戏情境对玩家合作倾向和攻击倾向的影响。结果发现:(1)在对合作倾向的影响上,无论是玩中性视频游戏还是亲社会视频游戏,竞争情境相比单人情境均能显著降低玩家的合作倾向;(2)在对攻击倾向的影响上,玩中性视频游戏,竞争情境相比单人情境能显著提高玩家的攻击倾向;但玩亲社会视频游戏,竞争情境与单人情境对玩家攻击倾向的影响差异不显著。本研究表明,游戏情境是影响玩家行为倾向的重要因素之一,在非暴力视频游戏中竞争情境对玩家行为倾向会产生消极影响,亲社会视频游戏在一定程度上能抑制竞争情境的消极效应。  相似文献   

14.
A recent intervention, the Step it UP! game (Galbraith & Normand, 2017), consists of an interdependent group contingency to increase student physical activity. In addition, previous research demonstrated that adult interaction may reinforce physical activity (Larson et al., 2014). We extended research on the Step it UP! game by comparing the effects of no game, Step it UP! game, and Step it UP! game plus adult interaction on the number of steps taken by participants in a third-grade classroom during recess. Overall, 19 of the 25 participants took more steps during the Step it UP! game plus adult interaction compared to the Step it UP! game and no-game recesses. Furthermore, 20 participants preferred the Step it UP! game plus adult interaction. Results suggest that adult interaction can enhance the effects of the Step it UP! game to increase physical activity.  相似文献   

15.
近期研究表明短时接触双人电子游戏有助于促进幼儿的同伴交往与亲社会行为。本研究进一步考查了5天的双人合作类电子游戏与传统游戏干预对幼儿社会化的影响。结果显示,电子与传统游戏干预均能促进幼儿的同伴交往和亲社会行为,且两者的效果不存在差异;女孩比男孩更喜欢自己的搭档、更乐于与同伴交往和分享,游戏干预效果不存在性别差异。可见双人合作类电子/传统游戏干预对幼儿的同伴交往和亲社会行为发展都较有裨益。  相似文献   

16.
Massively multiplayer online role‐playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference, and levels of psychopathology. An international sample of 1,945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non‐MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non‐MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed.  相似文献   

17.
Experimental games have previously been used to study principles of human interaction. Many such games are characterized by iterated or repeated designs that model dynamic relationships, including reciprocal cooperation. To enable the study of infinite game repetitions and to avoid endgame effects of lower cooperation toward the final game round, investigators have introduced random termination rules. This study extends previous research that has focused narrowly on repeated Prisoner's Dilemma games by conducting a controlled experiment of two‐player, random termination Centipede games involving probabilistic reinforcement and characterized by the longest decision sequences reported in the empirical literature to date (24 decision nodes). Specifically, we assessed mean exit points and cooperation rates, and compared the effects of four different termination rules: no random game termination, random game termination with constant termination probability, random game termination with increasing termination probability, and random game termination with decreasing termination probability. We found that although mean exit points were lower for games with shorter expected game lengths, the subjects' cooperativeness was significantly reduced only in the most extreme condition with decreasing computer termination probability and an expected game length of two decision nodes.  相似文献   

18.
超扫描指同时记录多个被试脑活动, 以探索其社会互动脑机制的研究手段。从博弈论视角, 可区分超扫描任务中的冲突、合作与协作三类任务, 分离已有研究中未严格界定的“协作”与“合作”概念, 为超扫描研究的多人互动范式建立新模型。任务所包含协作因素的多少, 与任务是否涉及心理理论功能是影响个体脑间活动同步现象的重要条件。未来研究可结合进化博弈论等理论模型, 进一步探索合作与协作行为的差异及规范形成的心理与神经机制。  相似文献   

19.
Actions in a repeated game can in principle depend on all previous outcomes. Given this vast policy space, human players may often be forced to use heuristics that base actions on incomplete information, such as the outcomes of only the most recent trials. Here it is proven that such bounded rationality is often fully rational, in that the optimal policy based on some limited information about the game's history will be universally optimal (i.e., within the full policy space), provided that one's opponents are restricted to using this same information. It is then shown how this result allows explicit calculation of subgame-perfect equilibria (SPEs) for any repeated or stochastic game. The technique is applied to the iterated Prisoner's Dilemma for the case of 1-back memory. Two classes of SPEs are derived, which exhibit varying degrees of (individually rational) cooperation as a result of repeated interaction.  相似文献   

20.
已有研究表明, 扩张身体姿势可启动个体的权力感。基于具身认知的视角, 实验1考察身体姿势对免惩罚游戏的提议者进行金钱分配时的影响, 实验2和实验3分别考察最后通牒游戏、免惩罚游戏的回应者在蜷缩和扩张姿势下对各种分配类型方案的拒绝率。结果表明, 与蜷缩姿势相比, 扩张姿势使个体更倾向于在免惩罚游戏提议者角色时做出更多的利己不公平分配, 同时使个体更倾向于拒绝最后通牒游戏和免惩罚游戏中的不公平分配。本研究证明了扩张姿势启动的权力感可影响个体的公平决策。  相似文献   

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