Results for ' signaling games and repeated play ‐ what David Lewis called a “Signaling Game”'

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  1.  58
    What Game Is Being Played? The Need for Clarity about the Relationships Between Scientific and Theological Understanding.David A. Pailin - 2000 - Zygon 35 (1):141-163.
    This paper investigates the relationship between theology and the natural sciences by considering four realist and five nonrealist interpretations of theological understanding. These are that theology expresses biblical affirmations, the faith of the community, revelatory declarations, or a prioriconclusions, and that it is reducible to expressions of feelings, attitudes, naturalism, liberating praxis, or moral convictions. Because these views are unsatisfactory, the author calls for an imaginative form of natural theology that shows how faith's understanding of the purpose, value, and meaning (...)
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  2.  39
    Signalling games, sociolinguistic variation and the construction of style.Heather Burnett - 2019 - Linguistics and Philosophy 42 (5):419-450.
    This paper develops a formal model of the subtle meaning differences that exist between grammatical alternatives in socially conditioned variation and how these variants can be used by speakers as resources for constructing personal linguistic styles. More specifically, this paper introduces a new formal system, called social meaning games, which allows for the unification of variationist sociolinguistics and game-theoretic pragmatics, two fields that have had very little interaction in the past. Although remarks have been made concerning the possible (...)
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  3. Responsiveness and Robustness in the David Lewis Signaling Game.Carl Brusse & Justin Bruner - 2017 - Philosophy of Science 84 (5):1068-1079.
    We consider modifications to the standard David Lewis signaling game and relax a number of unrealistic implicit assumptions that are often built into the framework. In particular, we motivate and explore various asymmetries that exist between the sender and receiver roles. We find that endowing receivers with a more realistic set of responses significantly decreases the likelihood of signaling, while allowing for unequal selection pressure often has the opposite effect. We argue that the results of this (...)
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  4. The Evolution of Coding in Signaling Games.Jeffrey A. Barrett - 2009 - Theory and Decision 67 (2):223-237.
    Signaling games with reinforcement learning have been used to model the evolution of term languages (Lewis 1969, Convention. Cambridge, MA: Harvard University Press; Skyrms 2006, “Signals” Presidential Address. Philosophy of Science Association for PSA). In this article, syntactic games, extensions of David Lewis’s original sender–receiver game, are used to illustrate how a language that exploits available syntactic structure might evolve to code for states of the world. The evolution of a language occurs in the (...)
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  5.  7
    By These Hands: Portraits From the Factory Floor.David Lewis Parker - 2002 - Minnesota Historical Society Press.
    These starkly beautiful photographs document the daily life and labor of blue-collar workers in modern America. From a foundry in which the very fires of hell seem to blast to an air-conditioned computer control room in which the workers appear casual and comfortable, David Parker's lens captures what Peter Rachleff calls "a performance, a ritual, an exercise centuries ol""-men and women at work on factory floors. These photographs, taken in twenty plants in all parts of Minnesota, explore the (...)
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  6. Game theory, cheap talk and post‐truth politics: David Lewis vs. John Searle on reasons for truth‐telling.S. M. Amadae - 2018 - Journal for the Theory of Social Behaviour 48 (3):306-329.
    I offer two potential diagnoses of the behavioral norms governing post‐truth politics by comparing the view of language, communication, and truth‐telling put forward by David Lewis (extended by game theorists), and John Searle. My first goal is to specify the different ways in which Lewis, and game theorists more generally, in contrast to Searle (in the company of Paul Grice and Jurgen Habermas), go about explaining the normativity of truthfulness within a linguistic community. The main difference is (...)
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  7. Numerical simulations of the Lewis signaling game: Learning strategies, pooling equilibria, and the evolution of grammar.Jeffrey A. Barrett - unknown
    David Lewis (1969) introduced sender-receiver games as a way of investigating how meaningful language might evolve from initially random signals. In this report I investigate the conditions under which Lewis signaling games evolve to perfect signaling systems under various learning dynamics. While the 2-state/2- term Lewis signaling game with basic urn learning always approaches a signaling system, I will show that with more than two states suboptimal pooling equilibria can evolve. (...)
     
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  8.  79
    Learning to Signal in a Dynamic World.J. McKenzie Alexander - 2012 - British Journal for the Philosophy of Science 65 (4):797-820.
    Sender–receiver games, first introduced by David Lewis ([1969]), have received increased attention in recent years as a formal model for the emergence of communication. Skyrms ([2010]) showed that simple models of reinforcement learning often succeed in forming efficient, albeit not necessarily minimal, signalling systems for a large family of games. Later, Alexander et al. ([2012]) showed that reinforcement learning, combined with forgetting, frequently produced both efficient and minimal signalling systems. In this article, I define a ‘dynamic’ (...)
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  9.  24
    Accommodation in a Language Game.Craige Roberts - 2015 - In Barry Loewer & Jonathan Schaffer, A companion to David Lewis. Chichester, West Sussex ;: Wiley-Blackwell. pp. 345–366.
    This chapter focuses on four questions which help to understand the presupposition accommodation as Lewis defines it. The first is a question about how we recognize that an utterance involves a presupposition. The second question is about what it is to accommodate. The third question has to do with the role of scoreboard in accommodation. The fourth question has to do with Lewis's ceteris paribus condition. The chapter considers the characterization of accommodation due to Thomason, and argues (...)
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  10.  32
    The So-called (and Actual!) Realism of the Tractatus.Gary W. Lewis - 1998 - Grazer Philosophische Studien 54:45-70.
    David Pears's contention that the Tractatus is to be understood as advancing a form of metaphysical realism is defended against McGuinness's view that Tractatus 1-2.063 is to be treated just as introducing a metaphysical myth that may be employed to bring into prominence salient features of propositions. Starting with a discussion of the involved difficulties, e.g., determining (1) whether Wittgenstein does in fact provide an argument for the existence of simple objects (2) what this object is and (3) (...)
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  11.  34
    Video Games and the Cerebral Subject: On Playing Call of Duty: Modern Warfare 3.Pasi Väliaho - 2014 - Body and Society 20 (3-4):113-139.
    This article engages with the fabrication of experiences in first-person shooter video games. On one hand, it explores the forms of affective and cognitive engagement this novel type of immersive imagery demands of the player. On the other hand, the article speculates on how video games images resonate and coincide with other key practices and imaginations defining the political reality of life today. What (at least according to some accounts) matters most in the politics of life today (...)
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  12.  35
    The Discipline of Subjectivity. [REVIEW]David Lewis Schaefer - 1991 - Review of Metaphysics 44 (4):833-834.
    "The discipline of subjectivity" is Ermanno Bencivenga's term for the "training" an individual must undergo "for there to be a self", a theme he explores through a "dialogue" with Montaigne's Essays. The form of this study is unconventional in that it "has a very short bibliography" ; indeed, the book is devoid of reference to other studies of the Essays, and the bibliography is limited largely to the author's own previous writings. Bencivenga's interpretation of Montaigne's thought is nonetheless conventional in (...)
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  13.  48
    The So-called (and Actual!) Realism of the Tractatus.Gary W. Lewis - 1998 - Grazer Philosophische Studien 54:45-70.
    David Pears's contention that the Tractatus is to be understood as advancing a form of metaphysical realism is defended against McGuinness's view that Tractatus 1-2.063 is to be treated just as introducing a metaphysical myth that may be employed to bring into prominence salient features of propositions. Starting with a discussion of the involved difficulties, e.g., determining (1) whether Wittgenstein does in fact provide an argument for the existence of simple objects (2) what this object is and (3) (...)
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  14. What is Orthodox Quantum Mechanics?David Wallace - 2019 - In Alberto Cordero, Philosophers Look at Quantum Mechanics. Springer Verlag.
    What is called ``orthodox'' quantum mechanics, as presented in standard foundational discussions, relies on two substantive assumptions --- the projection postulate and the eigenvalue-eigenvector link --- that do not in fact play any part in practical applications of quantum mechanics. I argue for this conclusion on a number of grounds, but primarily on the grounds that the projection postulate fails correctly to account for repeated, continuous and unsharp measurements and that the eigenvalue-eigenvector link implies that virtually (...)
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  15. Newcomb’s Problem and Repeated Prisoners’ Dilemmas.Christoph Schmidt-Petri - 2005 - Philosophy of Science 72 (5):1160-1173.
    I present a game-theoretic way to understand the situation describing Newcomb’s Problem (NP) which helps to explain the intuition of both one-boxers and two-boxers. David Lewis has shown that the NP may be modelled as a Prisoners Dilemma game (PD) in which ‘cooperating’ corresponds to ‘taking one box’. Adopting relevant results from game theory, this means that one should take just one box if the NP is repeated an indefinite number of times, but both boxes if it (...)
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  16.  30
    Subgames within Large Games and the Heuristic of Imitation.Soumya Paul & R. Ramanujam - 2014 - Studia Logica 102 (2):361-388.
    We study repeated normal form games where the number of players is large. We argue that it is interesting to look at such games as being divided into subgames, each of which we call a neighbourhood. The structure of such a game is given by a graph G whose nodes are players and edges denote visibility. The neighbourhoods are maximal cliques in G. The game proceeds in rounds where in each round the players of every clique X (...)
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  17. Law, Selfishness, and Signals: An Expansion of Posner’s Signaling Theory of Social Norms.Bryan Druzin - 2011 - Canadian Journal of Law and Jurisprudence 24 (1):5-53.
    Eric Posner’s signaling theory of social norms holds that individuals adopt social norms in order to signal that they have a low discount rate , and are therefore reliable long-term cooperative partners. This paper radically expands Posner’s theory by incorporating internalization into his model . I do this by tethering Posner’s theory to an evolutionary model. I argue that internalization is an adaptive quality that enhances the individual’s ability to play Posner’s signaling game and was thus selected (...)
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  18. Amphibians and the Particular-Universal Distinction.Chiao-Li Ou - 2024 - Australasian Journal of Philosophy 102 (2):278-292.
    I defend a new conception of the particular-universal distinction based on considerations about what David Lewis calls ‘amphibians’. I argue, first, that given the possibility of amphibians, two recently popular conceptions of the particular-universal distinction, namely the repeatability conception and the duplicability conception, are both objectionable since they are biased in one way or another. I then propose a more flexible conception that solves this problem by regarding amphibians as belonging to a sui generis sort of property (...)
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  19. Evolutionary dynamics of Lewis signaling games: signaling systems vs. partial pooling.Simon Huttegger, Brian Skyrms, Rory Smead & Kevin Zollman - 2010 - Synthese 172 (1):177-191.
    Transfer of information between senders and receivers, of one kind or another, is essential to all life. David Lewis introduced a game theoretic model of the simplest case, where one sender and one receiver have pure common interest. How hard or easy is it for evolution to achieve information transfer in Lewis signaling?. The answers involve surprising subtleties. We discuss some if these in terms of evolutionary dynamics in both finite and infinite populations, with and without (...)
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  20. Reviewing Games of Empire: Global Capitalism and Video Games.Simon Ferrari & Ian Bogost - 2013 - Continent 3 (1):50-52.
    Nick Dyer-Witheford and Greig de Peuter. Games of Empire: Global Capitalism and Video Games . Minneapolis: University of Minnesota Press. 2009. 320pp. pbk. $19.95 ISBN-13: 978-0816666119. In Games of Empire , Nick Dyer-Witheford and Greig de Peuter expand an earlier study of “the video game industry as an aspect of an emerging postindustrial, post-Fordist capitalism” (xxix) to argue that videogames are “exemplary media of Empire” (xxix). Their notion of “Empire” is based on Michael Hardt and Antonio Negri’s (...)
     
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  21.  41
    David Lewis in the Lab: an Experimental Study of Signaling Convention.Justin Bruner, Cailin O'Connor, Hannah Rubin & Simon Huttegger - unknown
    In this paper we use an experimental approach to investigate how linguistic conventions can emerge in a society without explicit agreement. As a starting point we consider the signaling game introduced by Lewis. We find that in experimental settings, small groups can quickly develop conventions of signal meaning in these games. We also investigate versions of the game where the theoretical literature indicates that meaning will be less likely to arise---when there are more than two states for (...)
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  22.  56
    Intimacy or Integrity: Philosophy and Cultural Difference (review). [REVIEW]David Jones & John A. Sweeney - 2005 - Philosophy East and West 55 (4):603-607.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:Intimacy or Integrity: Philosophy and Cultural DifferenceDavid Jones and John A. SweeneyIntimacy or Integrity: Philosophy and Cultural Difference. By Thomas P. Kasulis. Honolulu: University of Hawai'i Press, 2002. Pp. xii + 183. Paper $14.95.Back in the early days of cross-cultural inquiry, scholars gained some territory in the understanding of cultural difference by focusing their attention on the distinction between the individualistic and the collective. Asians, especially East Asians, (...)
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  23. Games: Agency as Art.C. Thi Nguyen - 2020 - New York: Oxford University Press.
    Games occupy a unique and valuable place in our lives. Game designers do not simply create worlds; they design temporary selves. Game designers set what our motivations are in the game and what our abilities will be. Thus: games are the art form of agency. By working in the artistic medium of agency, games can offer a distinctive aesthetic value. They support aesthetic experiences of deciding and doing. -/- And the fact that we play (...)
  24.  60
    Vagueness and Imprecise Imitation in Signalling Games.Michael Franke & José Pedro Correia - 2018 - British Journal for the Philosophy of Science 69 (4):1037-1067.
    Signalling games are popular models for studying the evolution of meaning, but typical approaches do not incorporate vagueness as a feature of successful signalling. Complementing recent like-minded models, we describe an aggregate population-level dynamic that describes a process of imitation of successful behaviour under imprecise perception and realization of similar stimuli. Applying this new dynamic to a generalization of Lewis’s signalling games, we show that stochastic imprecision leads to vague, yet by-and-large efficient signal use, and, moreover, that (...)
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  25.  30
    Global Society and Its Ancient Greek Antecedents.David Steele - 2007 - The European Legacy 12 (1):1-21.
    Can a democratic Global Society become the alternative to Empire and bring order into present international anarchy? One hundred percent sovereignty in nation states gives “security” to each but creates “anarchy” in relations between states. To bring order into international relations some sovereignty has to be surrendered. Empire, which does bring an order of sorts, is imposed from outside, is undemocratic and aggrandising. Global Society can be conceptualised as its alternative. Sharply contrasting Global Society to Empire tends to pose the (...)
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  26. Grandparental investment: Past, present, and future.David A. Coall & Ralph Hertwig - 2010 - Behavioral and Brain Sciences 33 (1):1-19.
    What motivates grandparents to their altruism? We review answers from evolutionary theory, sociology, and economics. Sometimes in direct conflict with each other, these accounts of grandparental investment exist side-by-side, with little or no theoretical integration. They all account for some of the data, and none account for all of it. We call for a more comprehensive theoretical framework of grandparental investment that addresses its proximate and ultimate causes, and its variability due to lineage, values, norms, institutions (e.g., inheritance laws), (...)
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  27. Replacement of the “genetic program” program.Ronald J. Planer - 2014 - Biology and Philosophy 29 (1):33-53.
    Talk of a “genetic program” has become almost as common in cell and evolutionary biology as talk of “genetic information”. But what is a genetic program? I understand the claim that an organism’s genome contains a program to mean that its genes not only carry information about which proteins to make, but also about the conditions in which to make them. I argue that the program description, while accurate in some respects, is ultimately misleading and should be abandoned. After (...)
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  28. Evoke: A Python package for evolutionary signalling games.Stephen Francis Mann & Manolo Martínez - 2024 - Journal of Open Source Software 9 (103):6703.
    Evoke is a Python library for evolutionary simulations of signalling games. It offers a simple and intuitive API that can be used to analyze arbitrary game-theoretic models, and to easily reproduce and customize well-known results and figures from the literature.
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  29.  42
    Games People Play. George Herbert Mead's Concept of Game and Play in a Contemporary Context.Núria Sara Miras Boronat - 2013 - In T. Burke & K. Skwronski, [no title]. Lexington Books. pp. 163-171.
  30.  51
    Role Asymmetry and Code Transmission in Signaling Games: An Experimental and Computational Investigation.Maggie Moreno & Giosuè Baggio - 2015 - Cognitive Science 39 (5):918-943.
    In signaling games, a sender has private access to a state of affairs and uses a signal to inform a receiver about that state. If no common association of signals and states is initially available, sender and receiver must coordinate to develop one. How do players divide coordination labor? We show experimentally that, if players switch roles at each communication round, coordination labor is shared. However, in games with fixed roles, coordination labor is divided: Receivers adjust their (...)
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  31.  58
    Game feature and expertise effects on experienced richness, control and engagement in game play.Marco C. Rozendaal, David V. Keyson, Huib de Ridder & Peter O. Craig - 2009 - AI and Society 24 (2):123-133.
    The extent to which game play is experienced as engaging is an important criterion for the playability of video games. This study investigates how video games can be designed towards increased levels of experienced engagement over time. For this purpose, two experiments were conducted in which a total of 35 participants repeatedly played a video game. Results indicate that experienced engagement is based on the extent to which the game provides rich experiences as well as by the (...)
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  32. Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship (...)
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  33.  26
    Every Thing Must Go.James Ladymanand, Don Rosswith, David Spurrettand & John Collier - 2009 - Analysis 69 (3):565-567.
    Wisely, the authors begin this book by describing it as a polemic. They argue that most contemporary analytic metaphysics is a waste of time and resources since contemporary ‘neo-scholastic’ metaphysical theorizing cannot hope to attain objective truth given its penchant for making a priori claims about the nature of the world which are backed up by appeal to intuition. In engaging in this activity, metaphysicians have, the authors claim, abandoned hope of locating any interesting connection between their metaphysical pronouncements and (...)
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  34. Game Theory and “Convention‘.Margaret Gilbert - 1981 - Synthese 46 (1):41 - 93.
    A feature of David Lewis's account of conventions in his book "Convention" which has received admiring notices from philosophers is his use of the mathematical theory of games. In this paper I point out a number of serious flaws in Lewis's use of game theory. Lewis's basic claim is that conventions cover 'coordination problems'. I show that game-Theoretical analysis tends to establish that coordination problems in Lewis's sense need not underlie conventions.
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  35.  46
    Institutions, rule-following and game theory.Cyril Hédoin - 2017 - Economics and Philosophy 33 (1):43-72.
    :Most game-theoretic accounts of institutions reduce institutions to behavioural patterns the players are incentivized to implement. An alternative account linking institutions to rule-following behaviour in a game-theoretic framework is developed on the basis of David Lewis’s and Ludwig Wittgenstein's respective accounts of conventions and language games. Institutions are formalized as epistemic games where the players share some forms of practical reasoning. An institution is a rule-governed game satisfying three conditions: common understanding, minimal awareness and minimal practical (...)
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  36.  38
    Is There A Language-game That Even the Deconstructionist Can Play?Steven Fuller - 1985 - Philosophy and Literature 9 (1):104-109.
    In lieu of an abstract, here is a brief excerpt of the content:IS THERE A LANGUAGE-GAME THAT EVEN THE DECONSTRUCTIONIST CAN PLAY? by Steven Fuller After reading A. J. Cascardi's fascinating "Skepticism and Deconstruction," I am led to ask the question that "entitles" this response.1 The answer I want to give is "yes," but Cascardi has made the task more difficult than I would have liked. In brief, he has dissociated deconstruction from all philosophical pursuits, including skepticism, which it (...)
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  37.  54
    Logics for Qualitative Coalitional Games.Thomas Agotnes, Wiebe van der Hoek & Michael Wooldridge - 2009 - Logic Journal of the IGPL 17 (3):299-321.
    Qualitative Coalitional Games are a variant of coalitional games in which an agent's desires are represented as goals that are either satisfied or unsatisfied, and each choice available to a coalition is a set of goals, which would be jointly satisfied if the coalition made that choice. A coalition in a QCG will typically form in order to bring about a set of goals that will satisfy all members of the coalition. Our goal in this paper is to (...)
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  38.  27
    Semantic Memory Search and Retrieval in a Novel Cooperative Word Game: A Comparison of Associative and Distributional Semantic Models.Abhilasha A. Kumar, Mark Steyvers & David A. Balota - 2021 - Cognitive Science 45 (10):e13053.
    Considerable work during the past two decades has focused on modeling the structure of semantic memory, although the performance of these models in complex and unconstrained semantic tasks remains relatively understudied. We introduce a two‐player cooperative word game, Connector (based on the boardgame Codenames), and investigate whether similarity metrics derived from two large databases of human free association norms, the University of South Florida norms and the Small World of Words norms, and two distributional semantic models based on large language (...)
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  39. Dynamic partitioning and the conventionality of kinds.Jeffrey A. Barrett - 2007 - Philosophy of Science 74 (4):527-546.
    Lewis sender‐receiver games illustrate how a meaningful term language might evolve from initially meaningless random signals (Lewis 1969; Skyrms 2006). Here we consider how a meaningful language with a primitive grammar might evolve in a somewhat more subtle sort of game. The evolution of such a language involves the co‐evolution of partitions of the physical world into what may seem, at least from the perspective of someone using the language, to correspond to canonical natural kinds. While (...)
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  40. Hobbes and game theory revisited: Zero-sum games in the state of nature.Daniel Eggers - 2011 - Southern Journal of Philosophy 49 (3):193-226.
    The aim of this paper is to critically review the game-theoretic discussion of Hobbes and to develop a game-theoretic interpretation that gives due attention both to Hobbes's distinction between “moderates” and “dominators” and to what actually initiates conflict in the state of nature, namely, the competition for vital goods. As can be shown, Hobbes's state of nature contains differently structured situations of choice, the game-theoretic representation of which requires the prisoner's dilemma and the assurance game and the so-called (...)
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  41.  36
    Consciousness, design and social practice.David Holdcroft & Harry Lewis - 2001 - Journal of Consciousness Studies 8 (8):43-58.
    It has been proposed by Dawkins, Dennett and others that memes are the units of cultural evolution. We here concentrate on Dennett's account because of the role it plays in his explanation of human consciousness - which is our principal target. Memes are claimed to be replicators that work on Darwinian principles. But in what sense are they replicators, and in what way are they responsible for their own propagation? We argue that their ability to replicate themselves is (...)
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  42.  82
    Memes, minds and evolution.David Holdcroft & Harry Lewis - 2000 - Philosophy 75 (2):161-182.
    It is common in the history of science to try to extend an idea first demonstrated in one domain into others. Sometimes the extension is literal, and sometimes it is frankly metaphorical. Sometimes, however, when an extension is claimed to be literal, it is far from easy to see that it is. If an extension does not make use of entities and mechanisms involved in the original domain, and introduces novel entities and mechanisms, then it is not unreasonable to doubt (...)
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  43.  80
    A Unified Approach To The Myerson Value And The Position Value.Daniel Gómez, Enrique González-Arangüena, Conrado Manuel, Guillermo Owen & Monica Del Pozo - 2004 - Theory and Decision 56 (1-2):63-76.
    We reconsider the Myerson value and the position value for communication situations. In case the underlying game is a unanimity game, we show that each of these values can be computed using the inclusion--exclusion principle. Linearity of both values permits us to calculate them without needing the dividends of the induced games (graph-restricted game and link game). The expression of these dividends is only derived in the existing literature for special communication situations. Moreover, the associated inclusion--exclusion decomposability property depends (...)
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  44.  67
    Endless summer: What kinds of games will Suits’ utopians play?Christopher C. Yorke - 2017 - Journal of the Philosophy of Sport 44 (2):213-228.
    I argue that we have good reason to reject Bernard Suits’ assertion that game-playing is the ideal of human existence, in the absence of a suitably robust account of utopian games. The chief motivating force behind this rejection rests in the fact that Suits begs the question that there exists some possible set of games-by-design in his utopia, such that the playing of its members would sustain an existentially meaningful existence for his utopians, in the event of a (...)
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  45.  18
    When punishers might be loved: fourth-party choices and third-party punishment in a delegation game.Yuzhen Li, Jun Luo, He Niu & Hang Ye - 2023 - Theory and Decision 94 (3):423-465.
    Third-party punishment (TPP) has been shown to be an effective mechanism for maintaining human cooperation. However, it is puzzling how third-party punishment can be maintained, as punishers take on personal costs to punish defectors. Although there is evidence that punishers are preferred as partners because third-party punishment is regarded by bystanders as a costly signal of trustworthiness, other studies show that this signaling value of punishment can be severely attenuated because third-party helping is viewed as a stronger signal of (...)
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  46.  23
    Punishing the weakest link - Voluntary sanctions and efficient coordination in the minimum effort game.Fabrice Le Lec, Astrid Matthey & Ondřej Rydval - 2023 - Theory and Decision 95 (3):429-456.
    Using a laboratory experiment, we examine whether voluntary sanctions induce subjects to coordinate more efficiently in a repeated minimum-effort game. While most groups first experience Pareto inferior coordination in a baseline treatment, the level of effort increases substantially once ex post sanctioning opportunities are introduced, that is, when one can assign costly punishment points to other group members to reduce their payoffs. We compare the effect of this voluntary punishment possibility with the effect of ex post costless communication, which (...)
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  47.  82
    The Typology of the Game that American, British, and Danish Crop and Plant Scientists Play.Mercy W. Kamara - 2009 - Minerva 47 (4):441-463.
    Drawing from contemporary social science studies on the shifting regime of research governance, this paper extends the literature by utilizing a metaphoric image—research is a game—observed in a field engagement with 82 American, British, and Danish crop and plant scientists. It theorizes respondents’ thinking and practices by placing the rules of the research game in dynamic and interactive tension between the scientific, social, and political-economic contingencies that generate opportunities or setbacks. Scientists who play the game exploit opportunities and surmount (...)
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  48. Every thing must go * by James Ladyman and Don Ross with David Spurrett and John Collier.S. R. Allen - 2009 - Analysis 69 (3):565-567.
    Wisely, the authors begin this book by describing it as a polemic. They argue that most contemporary analytic metaphysics is a waste of time and resources since contemporary ‘neo-scholastic’ metaphysical theorizing cannot hope to attain objective truth given its penchant for making a priori claims about the nature of the world which are backed up by appeal to intuition. In engaging in this activity, metaphysicians have, the authors claim, abandoned hope of locating any interesting connection between their metaphysical pronouncements and (...)
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  49. Games Unlike Life.C. Thi Nguyen - 2023 - Journal of Ethics and Social Philosophy 23 (3).
    This is a reply to Elisabeth Camp's and Elijah Millgram's probing discussions of "Games and the Art of Agency", in a symposium in Journal of Ethics and Social Philosophy. Millgram argues that games cannot function as a guide to life, because they are too different from life. Games are limited in a special way: in life, we deliberate about what goals we want to take on, but in games, the goals are fixed and given to (...)
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  50.  68
    Ontology and Transmedial Games.Christopher Bartel - 2018 - In Jon Robson & Grant Tavinor, The Aesthetics of Videogames. New York: Routledge. pp. 9-23.
    Some theorists claim that games are “transmedial”, meaning that the same game can be played in different media. It is unclear, however, what are the limits of transmedial games. Are all games in-principle transmedial, or only some? One suggestion offered by Jesper Juul is that, if games are understood as sets of rules, then a game is transmedial if its rules can be either implemented or adapted into some new media. I argue against this view (...)
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