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We present a sequent calculus for extensional mereology. It extends the classical first-order sequent calculus with identity by rules of inference corresponding to well-known mereological axioms. Structural rules, including cut, are admissible.  相似文献   
94.
A fundamental problem in game theory is the possibility of reaching equilibrium outcomes with undesirable properties, e.g., inefficiency. The economics literature abounds with models that attempt to modify games in order to avoid such undesirable properties, for example through the use of subsidies and taxation, or by allowing players to undergo a bargaining phase before their decision. In this paper, we consider the effect of such transformations in Boolean games with costs, where players control propositional variables that they can set to true or false, and are primarily motivated to seek the satisfaction of some goal formula, while secondarily motivated to minimise the costs of their actions. We adopt (pure) preparation sets (prep sets) as our basic solution concept. A preparation set is a set of outcomes that contains for every player at least one best response to every outcome in the set. Prep sets are well-suited to the analysis of Boolean games, because we can naturally represent prep sets as propositional formulas, which in turn allows us to refer to prep formulas. The preference structure of Boolean games with costs makes it possible to distinguish between hard and soft prep sets. The hard prep sets of a game are sets of valuations that would be prep sets in that game no matter what the cost function of the game was. The properties defined by hard prep sets typically relate to goal-seeking behaviour, and as such these properties cannot be eliminated from games by, for example, taxation or subsidies. In contrast, soft prep sets can be eliminated by an appropriate system of incentives. Besides considering what can happen in a game by unrestricted manipulation of players’ cost function, we also investigate several mechanisms that allow groups of players to form coalitions and eliminate undesirable outcomes from the game, even when taxes or subsidies are not a possibility.  相似文献   
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Journal of Happiness Studies - This paper analyses how different definitions of happiness affect the individual assessment of subjective wellbeing. Bearing in mind the production theory, we study...  相似文献   
96.
Furia  Paolo 《Axiomathes》2022,32(3):539-556
Axiomathes - The morphological account of landscape aims to overcome the contrast between an objectivist/scientific account of space and the more qualitative/subjective account of place. It does so...  相似文献   
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Journal of Child and Family Studies - The present study aimed at understanding the personality features of mothers and fathers engaged in parental alienation—a family dynamic in which one...  相似文献   
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Mania and hypomania involve dysfunctional beliefs about the self, others, and the world, as well about affect regulation. The present study explored the impact of these beliefs on self-defining memories and self-defining future projections of individuals with a history of hypomanic symptoms. The main findings showed that a history of hypomanic symptoms was related to enhanced retrieval of memories describing positive relationships and to reduced future projections about relationships, suggesting both a need for social bonding and a striving for autonomy. Moreover, hypomania-prone individuals tended to describe more recent events and to produce self-defining memories with references to tension that were more integrated in their self-structure. All of these findings support the presence of conflicting dysfunctional beliefs and the importance of memories containing references to tension in hypomania.  相似文献   
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A reasoning strategy is iterative when the initial conclusion suggested by a set of premises is integrated into that set of premises in order to yield additional conclusions. Previous experimental studies on game theory-based strategic games (such as the beauty contest game) observed difficulty in reasoning iteratively, which has been partly attributed to bounded individual rationality. However, this difficulty has also been attributed to problems in adequately representing the beliefs, actions, and goals of other agents involved in the games. In four experiments, we observed similar difficulties in iterative reasoning in a variety of puzzles and games that did not involve social interactions with other agents, where they can only be caused by individual cognitive boundaries. Our findings are consistent with the hypothesis that an intrinsic difficulty in iterative reasoning originates from a tendency not to revise our initial mental representation of a problem in light of the initial conclusions that it implies.  相似文献   
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