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Prospect Theory Preferences in Noncooperative Game TheoryLeclerc, Philip 01 January 2014 (has links)
The present work seeks to incorporate a popular descriptive, empirically grounded model of human preference under risk, prospect theory, into the equilibrium theory of noncooperative games. Three primary, candidate definitions are systematically identified on the basis of classical characterizations of Nash Equilibrium; in addition, three equilibrium subtypes are defined for each primary definition, in order to enable modeling of players' reference points as exogenous and fixed, slowly and myopically adaptive, highly flexible and non-myopically adaptive. Each primary equilibrium concept was analyzed both theoretically and empirically; for the theoretical analyses, prospect theory, game theory, and computational complexity theory were all summoned to analysis. In chapter 1, the reader is provided with background on each of these theoretical underpinnings of the current work, the scope of the project is described, and its conclusions briefly summarized. In chapters 2 and 3, each of the three equilibrium concepts is analyzed theoretically, with emphasis placed on issues of classical interest (e.g. existence, dominance, rationalizability) and computational complexity (i.e, assessing how difficult each concept is to apply in algorithmic practice, with particular focus on comparison to classical Nash Equilibrium). This theoretical analysis leads us to discard the first of our three equilibrium concepts as unacceptable. In chapter 4, our remaining two equilibrium concepts are compared empirically, using average-level data originally aggregated from a number of studies by Camerer and Selten and Chmura; the results suggest that PT preferences may improve on the descriptive validity of NE, and pose some interesting questions about the nature of the PT weighting function (2003, Ch. 3). Chapter 5 concludes, systematically summarizes theoretical and empirical differences and similarities between the three equilibrium concepts, and offers some thoughts on future work.
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Playing with Aesthetics in Art MuseumsGlasser, Susan 01 January 2011 (has links)
"Playing with Aesthetics in Art Museums" presents a strategy for using design thinking to mediate engrossing art experiences for adult museum visitors. Built upon a substantiated family resemblance between art and play experiences, the study synthesizes a typology of aesthetic theories, ten germane tenets of game design, and a psychographic portrait of the "archetypal" museum visitor to create a practical framework for delivering engrossing art experiences to adult visitors who typically enter museums with limited art historical knowledge. The interdisciplinary approach used is intended to replace the singular methodologies (whether art historical, pedagogical or aesthetic) that have informed museum practice in the United States since the late nineteenth century.
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Resilient dynamic state estimation in the presence of false information injection attacksLu, Jingyang 01 January 2016 (has links)
The impact of false information injection is investigated for linear dynamic systems with multiple sensors. First, it is assumed that the system is unaware of the existence of false information and the adversary is trying to maximize the negative effect of the false information on Kalman filter's estimation performance under a power constraint. The false information attack under different conditions is mathematically characterized. For the adversary, many closed-form results for the optimal attack strategies that maximize the Kalman filter's estimation error are theoretically derived. It is shown that by choosing the optimal correlation coefficients among the false information and allocating power optimally among sensors, the adversary could significantly increase the Kalman filter's estimation errors.
In order to detect the false information injected by an adversary, we investigate the strategies for the Bayesian estimator to detect the false information and defend itself from such attacks. We assume that the adversary attacks the system with certain probability, and that he/she adopts the worst possible strategy that maximizes the mean squared error (MSE) if the attack is undetected. An optimal Bayesian detector is designed which minimizes the average system estimation error instead of minimizing the probability of detection error, as a conventional Bayesian detector typically does.
The case that the adversary attacks the system continuously is also studied. In this case, sparse attack strategies in multi-sensor dynamic systems are investigated from the adversary's point of view. It is assumed that the defender can perfectly detect and remove the sensors once they are corrupted by false information injected by an adversary. The adversary's goal is to maximize the covariance matrix of the system state estimate by the end of attack period under the constraint that the adversary can only attack the system a few times over the sensor and over the time, which leads to an integer programming problem. In order to overcome the prohibitive complexity of the exhaustive search, polynomial-time algorithms, such as greedy search and dynamic programming, are proposed to find the suboptimal attack strategies. As for greedy search, it starts with an empty set, and one sensor is added at each iteration, whose elimination will lead to the maximum system estimation error. The process terminates when the cardinality of the active set reaches to the sparsity constraint. Greedy search based approaches such as sequential forward selection (SFS), sequential backward selection (SBS), and simplex improved sequential forward selection (SFS-SS) are discussed and corresponding attack strategies are provided. Dynamic programming is also used in obtaining the sub-optimal attack strategy. The validity of dynamic programming lies on a straightforward but important nature of dynamic state estimation systems: the credibility of the state estimate at current step is in accordance with that at previous step.
The problem of false information attack on and the Kalman filter's defense of state estimation in dynamic multi-sensor systems is also investigated from a game theoretic perspective. The relationship between the Kalman filter and the adversary can be regarded as a two-person zero-sum game. The condition under which both sides of the game will reach a Nash equilibrium is investigated.
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Vícekriteriální hry / Multicriteria gamesTichá, Michaela January 2012 (has links)
The concern of this thesis is to discuss different multicriteria games solution concepts. Multicriteria game is a special case from the game theory if the payoff function of at least one player is a vector and the player wants to maximize all the criteria at the same time. The thesis is divided into four chapters. In the first instance a few motivation examples are introduced. Subsequently the history of the multicriteria games is mentioned. The theoretical chapter follows. It contains five sections - introduction of new definitions; the structure of the set of equilibria for two person multicriteria games; searching equilibria points by the help of scalarization of the vector-valued function; introduction of ideal equilibria points and ways how to find them; the comparison of used methods. The last solution concept is demonstrated by the real example. Finally a theoretical chapter with new results is included. 1
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Soudobé teorie společenské smlouvy / Contemporary Social Contract TheoriesFroněk, Martin January 2011 (has links)
Contemporary Social Contract Theories The thesis is intended to be an introduction into contemporary social contract theories. John Rawls' book A Theory of Justice is a seminal work in this field. The thesis, however, does focus not only on the approach adopted by Rawls, but on the theories of other authors as well - that of J. Buchanan, D. Gauthier, T. Scanlon and R. Nozick. These remain quite unknown in the Czech context. The structure of the thesis should allow for a comparison between the respective theories as the author starts with the object of the social contract, proceeds to the parties of the contract and, finally, to its content. Special attention is devoted to the game theory which models some of the typical interpersonal interactions and, using its theoretical apparatus, can illustrate problems of social cooperation - the key theme of virtually all social contract theories. Eventually, the author tries to outline the way analytic philosophy views the social contract. In its eyes, the social contract is a necessary implication of the existence of language.
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Analýza jádra kooperativních her / The core analysis of cooperative gamesKašpar, Martin January 2013 (has links)
In the present work we study theory of cooperative games and their solution. We assume that all players may form groups and cooperate, and we will try to find a solution, a rule how to divide the profit of the group among individual players. We will focus on a core of the game, its description, theoretical results and methods for analyzing its emptiness. We also investigate core-center, which is one of the known options of choosing single profit division from the core. Then we will construct mathematical model of oligopoly together with method for counting characteristic function from real data. Finally, we apply the model on data from oil market. 1
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Utilizing agent based simulation and game theory techniques to optimize an individual’s survival decisions during an epidemicJames, Matthew King January 1900 (has links)
Master of Science / Department of Industrial & Manufacturing Systems Engineering / Todd Easton / History has shown that epidemics can occur at random and without warning — devastating the populations which they impact. As a preventative measure, modern medicine has helped to reduce the number of diseases that can instigate such an event, nevertheless natural and man-made disease mutations place us continuously at risk of such an outbreak.
As a second line of defense, extensive research has been conducted to better understand spread patterns and the efficacy of various containment and mitigation strategies. However, these simulation models have primarily focused on minimizing the impact to groups of people either from an economic or societal perspective and little study has been focused on determining the utility maximizing strategy for an individual.
Therefore, this work explores the decisions of individuals to determine emergent behaviors and characteristics which lead to increased probability of survival during an epidemic. This is done by leveraging linear program optimization techniques and the concept of Agent Based Simulation, to more accurately capture the complexity inherent in most real-world systems via the interactions of individual entities.
This research builds on 5 years of study focused on rural epidemic simulation, resulting in the development of a 4,000-line computer code simulation package. This adaptable simulation can accurately model the interactions of individuals to discern the impact of any general disease type, and can be implemented on the population of any contiguous counties within Kansas. Furthermore, a computational study performed on the 17 counties of northwestern Kansas provides game theoretical based insights as to what decisions increase the likelihood of survival. For example, statistically significant findings suggest that an individual is four times more likely to become infected if they rush stores for supplies after a government issued warning instead of remaining at home.
This work serves as a meaningful step in understanding emergent phenomena during an epidemic which, subsequently, provides novel insight to an individual’s utility maximizing strategy. Understanding the main findings of this research could save your life.
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A Semantic Conception of TruthLumpkin, Jonathan 01 May 2014 (has links)
I explore three main points in Alfred Tarski’s Semantic Conception of Truth and the Foundation of Theoretical Semantics: (1) his physicalist program, (2) a general theory of truth, and (3) the necessity of a metalanguage when defining truth. Hartry Field argued that Tarski’s theory of truth failed to accomplish what it set out to do, which was to ground truth and semantics in physicalist terms. I argue that Tarski has been adequately defended by Richard Kirkham. Development of logic in the past three decades has created a shift away from Fregean and Russellian understandings of quantification to an independent conception of quantification in independence-friendly first-order logic. This shift has changed some of the assumptions that led to Tarski’s Impossibility Theorem.
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An Empirical Test of a General Theory of Problem-SolvingUnknown Date (has links)
The purpose of this research is to better understand how marketers and consumers
solve problems. This research first reviews the problem-solving literature, discusses
several areas of confusion related to problem-solving, and offers solutions. After
resolving the confusion, this research then develops a theoretical model of problemsolving.
Four hypotheses are derived from the model, and then empirically tested.
The model states that the distinct cognitive domain of problem-solving begins
with problem recognition. Given a problem, associative memory and associative
activation provide a solution (H #1). This solution is either satisfactory or unsatisfactory.
If satisfactory, the individual engages in the satisficing process and accepts the solution
(H#2). If unsatisfactory, the individual engages in the decision-making process and
searches for information related to an alternative solution (H #3). Thus, the difference between satisficing and decision-making is the search for information (H #4). Problemsolving
ends when an intended solution is chosen.
A pretest and two studies are conducted to test the four hypotheses. The Pretest
demonstrated situations that elicited problem recognition. Study 1 tested hypothesis #1
and found that at least 75 percent of the time associative memory and associative
activation provided a solution. Study 2 tested hypotheses #2, #3, and #4. Hypotheses #2
and #3 were tested using a two-way ANOVA, Chi-Square, and Point Biserial Correlation
and hypothesis #4 was tested using an independent sample t-test and Point Biserial
Correlation. Results of all empirical tests confirm each of the hypotheses, which in turn
support the theoretical model. / Includes bibliography. / Dissertation (Ph.D.)--Florida Atlantic University, 2017. / FAU Electronic Theses and Dissertations Collection
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Remote gaming on resource constrained devicesUnknown Date (has links)
Games have become important applications on mobile devices. A mobile gaming approach known as remote gaming is being developed to support games on low cost mobile devices. In the remote gaming approach, the responsibility of rendering a game and advancing the game play is put on remote servers instead of the resource constrained mobile devices. The games rendered on the servers are encoded as video and streamed to mobile devices. Mobile devices gather user input and stream the commands back to the servers to advance game play. With this solution, mobile devices with video playback and network connectivity can become game consoles. In this thesis, we present the design and development of such a system and evaluate the performance and design considerations to maximize the end user gaming experience. A gaming user experience model capable of predicting the user experience for a given gaming session is developed and verified. / by Waazim Reza. / Thesis (M.S.C.S.)--Florida Atlantic University, 2010. / Includes bibliography. / Electronic reproduction. Boca Raton, Fla., 2010. Mode of access: World Wide Web.
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