Results for ' vertex games'

976 found
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  1.  4
    Dominating Orders, Vertex Pursuit Games, and Computability Theory.Leigh Evron, Reed Solomon & Rachel D. Stahl - 2024 - Notre Dame Journal of Formal Logic 65 (3):259-274.
    In the vertex pursuit game of cops and robbers on finite graphs, the cop has a winning strategy if and only if the graph admits a dominating order. Such graphs are called constructible in the graph theory literature. This equivalence breaks down for infinite graphs, and variants of the game have been proposed to reestablish partial connections between constructibility and being cop-win. We answer an open question of Lehner about one of these variants by giving examples of weak cop-win (...)
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  2.  20
    Regular Subgraphs in Graphs and Rooted Graphs and Definability in Monadic Second‐Order Logic.Iain A. Stewart - 1997 - Mathematical Logic Quarterly 43 (1):1-21.
    We investigate the definability in monadic ∑11 and monadic Π11 of the problems REGk, of whether there is a regular subgraph of degree k in some given graph, and XREGk, of whether, for a given rooted graph, there is a regular subgraph of degree k in which the root has degree k, and their restrictions to graphs in which every vertex has degree at most k, namely REGkk and XREGkk, respectively, for k ≥ 2 . Our motivation partly stems (...)
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  3. Questions and Answers about Oppositions.Fabien Schang - 2011 - In Jean-Yves Beziau & Gillman Payette, The Square of Opposition: A General Framework for Cognition. Peter Lang. pp. 289-319.
    A general characterization of logical opposition is given in the present paper, where oppositions are defined by specific answers in an algebraic question-answer game. It is shown that opposition is essentially a semantic relation of truth values between syntactic opposites, before generalizing the theory of opposition from the initial Apuleian square to a variety of alter- native geometrical representations. In the light of this generalization, the famous problem of existential import is traced back to an ambiguous interpretation of assertoric sentences (...)
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  4. Saṅgameśvarakrodam...Gummalūri Saṅgameśvarasāstri - 1933 - [Waltair],: Edited by Jagadīśatarkālaṅkāra.
     
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  5. Gender at Work.Ann Game & Rosemary Pringle - 1984
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  6.  40
    Riding: Embodying the Centaur.Ann Game - 2001 - Body and Society 7 (4):1-12.
    Through a phenomenological study of horse-human relations, this article explores the ways in which, as embodied beings, we live relationally, rather than as separate human identities. Conceptually this challenges oppositional logic and humanist assumptions, but where poststructuralist treatments of these issues tend to remain abstract, this article is concerned with an embodied demonstration of the ways in which we experience a relational or in-between logic in our everyday lives.
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  7.  26
    A Question of Fit: Cultural and Individual Differences in Interpersonal Justice Perceptions.Annilee M. Game & Jonathan R. Crawshaw - 2017 - Journal of Business Ethics 144 (2):279-291.
    This study examined the link between employees’ adult attachment orientations and perceptions of line managers’ interpersonal justice behaviors, and the moderating effect of national culture. Participants from countries categorized as low collectivistic and high collectivistic completed an online survey. Attachment anxiety and avoidance were negatively related to interpersonal justice perceptions. Cultural differences did not moderate the effects of avoidance. However, the relationship between attachment anxiety and interpersonal justice was non-significant in the Southern Asia cultural cluster. Our findings indicate the importance (...)
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  8.  61
    The Teacher’s Vocation: Ontology of Response.Ann Game & Andrew Metcalfe - 2008 - Studies in Philosophy and Education 27 (6):461-473.
    We argue that pedagogic authority relies on love, which is misunderstood if seen as a matter of actions and subjects. Love is based not on finite subjects and objects existing in Euclidean space and linear time, but, rather, on the non-finite ontology, space and time of relations. Loving authority is a matter of calling and vocation, arising from the spontaneous and simultaneous call-and-response of a lively relation. We make this argument through a reading of Buber’s I–You relation and Murdoch’ s (...)
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  9.  40
    Do brokers act in the best interests of their clients? New evidence from electronic trading systems.Annilee M. Game & Andros Gregoriou - 2014 - Business Ethics: A European Review 25 (2):187-197.
    Prior research suggests brokers do not always act in the best interests of clients, although morally obligated to do so. We empirically investigated this issue focusing on trades executed at best execution price, before and after the introduction of electronic limit-order trading, on the London Stock Exchange. As a result of limit-order trading, the proportion of trades executed at the best execution price for the customer significantly increased. We attribute this to a sustained increase in the liquidity of stocks as (...)
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  10.  29
    A factorial analysis of verbal learning tasks.Paul A. Games - 1962 - Journal of Experimental Psychology 63 (1):1.
  11.  17
    Comments on "A power comparison of the F and L tests: I.".Paul A. Games - 1966 - Psychological Review 73 (4):372-375.
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  12. Foreword vii Acknowledgements viii.Essays on Cooperative Games, in Honor of Guillermo Owen & Gianfranco Gambarelli - 2004 - Theory and Decision 56:405-408.
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  13.  43
    Non-equilibrium thermodynamics and the brain.C. J. A. Game - 1994 - In Karl H. Pribram, Origins: Brain and Self Organization. Lawrence Erlbaum. pp. 196.
  14. Primary literature.Mike Game - 2007 - In Diarmuid Costello & Jonathan Vickery, Art: key contemporary thinkers. New York: Berg. pp. 159.
     
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  15.  36
    RASMUSEN, ERIC, Folk Theorems for the Observable Implications of Repeated.Implications of Repeated Games - 1992 - Theory and Decision 32:147-164.
  16. Games and Decisions: Introduction and Critical Survey.R. Duncan Luce & Howard Raiffa - 1958 - Philosophy and Phenomenological Research 19 (1):122-123.
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  17. Nikil Mukerji.Christoph Schumacher, Economics Order Ethics & Game Theory - 2016 - In Christoph Luetge & Nikil Mukerji, Order Ethics: An Ethical Framework for the Social Market Economy. Cham: Springer.
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  18. (1 other version)The Grasshopper: Games, Life and Utopia.Bernard Suits & Thomas Hurka - 1978 - Peterborough, CA: Broadview Press.
    In the mid twentieth century the philosopher Ludwig Wittgenstein famously asserted that games are indefinable; there are no common threads that link them all. "Nonsense," says the sensible Bernard Suits: "playing a game is a voluntary attempt to overcome unnecessary obstacles." The short book Suits wrote demonstrating precisely that is as playful as it is insightful, as stimulating as it is delightful. Suits not only argues that games can be meaningfully defined; he also suggests that playing games (...)
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  19.  71
    Logic in Games.Johan Van Benthem - 2014 - MIT Press.
    A comprehensive examination of the interfaces of logic, computer science, and game theory, drawing on twenty years of research on logic and games.
  20. The Ethics of Computer Games.Miguel Sicart - 2011 - MIT Press.
    Despite the emergence of computer games as a dominant cultural industry, we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of (...)
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  21.  31
    A note on continuous games, the notion of strategy and Zermelo's axiom.Celso de Renna E. Souza - 1965 - Notre Dame Journal of Formal Logic 6 (3):183-189.
  22. Games, Beliefs and Credences.Brian Weatherson - 2014 - Philosophy and Phenomenological Research 92 (2):209-236.
    In previous work I’ve defended an interest-relative theory of belief. This paper continues the defence. It has four aims. -/- 1. To offer a new kind of reason for being unsatis ed with the simple Lockean reduction of belief to credence. 2. To defend the legitimacy of appealing to credences in a theory of belief. 3. To illustrate the importance of theoretical, as well as practical, interests in an interest-relative account of belief. 4. To revise my account to cover propositions (...)
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  23.  66
    Bernard Suits on capacities: games, perfectionism, and Utopia.Christopher C. Yorke - 2018 - Journal of the Philosophy of Sport 45 (2):177-188.
    ABSTRACTAn essential and yet often neglected motivation of Bernard Suits’ elevation of gameplay to the ideal of human existence is his account of capacities along perfectionist lines and the function of games in eliciting them. In his work Suits treats the expression of these capacities as implicitly good and the purest expression of the human telos. Although it is a possible interpretation to take Suits’ utopian vision to mean that gameplay in his future utopia must consist of the logically (...)
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  24.  26
    Signs, paradox, and sporting games in school physical education.Vicente Navarro-Adelantado & Miguel Pic - 2022 - Semiotica 2022 (248):153-168.
    The wide range of semiotic possibility, through networks of motor communications, reveal processes for decision-making with playful meaning. We describe a physical education experience according to a sequence based on five motor games, corresponding to five networks of motor communications, with the purpose of revealing the signs to interpret a fully comprehension of playful communication. A total of 180 high school students were part of this pedagogic experience. Events were obtained through the systematic observation of three game conducts, to (...)
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  25. Rights, games and social choice.Peter Gardenfors - 1981 - Noûs 15 (3):341-356.
  26.  45
    Video Games Exposure and Sexism in a Representative Sample of Adolescents.Bègue Laurent, Sarda Elisa, A. Gentile Douglas, Bry Clementine & Roché Sebastian - 2017 - Frontiers in Psychology 8.
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  27.  66
    ‘In the Beginning is Relation’: Martin Buber’s Alternative to Binary Oppositions. [REVIEW]Andrew Metcalfe & Ann Game - 2012 - Sophia 51 (3):351-363.
    Abstract In this article we develop a relational understanding of sociality, that is, an account of social life that takes relation as primary. This stands in contrast to the common assumption that relations arise when subjects interact, an account that gives logical priority to separation. We will develop this relational understanding through a reading of the work of Martin Buber, a social philosopher primarily interested in dialogue, meeting, relationship, and the irreducibility and incomparability of reality. In particular, the article contrasts (...)
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  28.  81
    Games Social Animals Play.Philip Kitcher - 1999 - Philosophy and Phenomenological Research 59 (1):221-228.
  29. (1 other version)Taking Language Games Seriously.André Maury - 2012 - In Jesús Padilla Gálvez & Margit Gaffal, Doubtful Certainties: Language-Games, Forms of Life, Relativism. Berlin, Boston: De Gruyter. pp. 7--13.
     
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  30.  42
    Graphical Language Games: Interactional Constraints on Representational Form.Patrick G. T. Healey, Nik Swoboda, Ichiro Umata & James King - 2007 - Cognitive Science 31 (2):285-309.
    The emergence of shared symbol systems is considered to be a pivotal moment in human evolution and human development. These changes are normally explained by reference to changes in people's internal cognitive processes. We present 2 experiments which provide evidence that changes in the external, collaborative processes that people use to communicate can also affect the structure and organization of symbol systems independently of cognitive change. We propose that mutual‐modifiability—opportunities for people to edit or manipulate each other's contributions—is a key (...)
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  31. Games and Their Institutions in The Grasshopper.Bernard Suits - 2006 - Journal of the Philosophy of Sport 33 (1):1-8.
  32.  80
    Self-Assembling Games.Jeffrey A. Barrett & Brian Skyrms - unknown
    We consider how cue-reading, sensory-manipulation, and signaling games may initially evolve from ritualized decisions and how more complex games may evolve from simpler games by polymerization, template transfer, and modular composition. Modular composition is a process that combines simpler games into more complex games. Template transfer, a process by which a game is appropriated to a context other than the one in which it initially evolved, is one mechanism for modular composition. And polymerization is a (...)
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  33.  85
    From games to dialogues and back.Shahid Rahman & Tero Tulenheimo - 2009 - In Ondrej Majer, Ahti-Veikko Pietarinen & Tero Tulenheimo, Games: Unifying Logic, Language, and Philosophy. Dordrecht, Netherland: Springer Verlag. pp. 153--208.
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  34.  64
    (1 other version)Rules in games and sports: why a solution to the problem of penalties leads to the rejection of formalism as a useful theory about the nature of sport.Sinclair A. MacRae - 2020 - Journal of the Philosophy of Sport 47 (1):49-62.
    ABSTRACTBernard Suits and other formalists endorse both the logical incompatibility thesis and the view that rule-breakings resulting in penalties can be a legitimate part of a game. This is what Fred D’Agostino calls ‘the problem of penalties’. In this paper, I reject both Suits’ and D’Agostino’s responses to the problem and argue instead that the solution is to abandon Suits’ view that the constitutive rules of all games are alike. Whereas the logical incompatibility thesis applies to games in (...)
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  35.  45
    Wittgenstein’s Cognition-Games versus Kant’s Theory of Perception.Helmut Echternach - 1982 - Philosophy and History 15 (2):105-106.
  36. Some Remarks on Knowledge, Games and Society.Rohit Parikh - 2010 - Journal of the Indian Council of Philosophical Research 27 (1).
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  37.  17
    Power in Electoral Games.Donald Wittman - 1978 - In A. Hooker, J. J. Leach & E. F. McClennen, Foundations and Applications of Decision Theory: Vol.II: Epistemic and Social Applications. D. Reidel. pp. 185--206.
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  38. Paleolithic public goods games: Why human culture and cooperation did not evolve in one step.Benoît Dubreuil - 2010 - Biology and Philosophy 25 (1):53-73.
    It is widely agreed that humans have specific abilities for cooperation and culture that evolved since their split with their last common ancestor with chimpanzees. Many uncertainties remain, however, about the exact moment in the human lineage when these abilities evolved. This article argues that cooperation and culture did not evolve in one step in the human lineage and that the capacity to stick to long-term and risky cooperative arrangements evolved before properly modern culture. I present evidence that Homo heidelbergensis (...)
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  39.  64
    Fun and (striving) games: playfulness and agential fluidity.Michael Ridge - 2021 - Journal of the Philosophy of Sport 48 (3):403-413.
    Games: Agency as Art is wonderful, and in my opinion the most important book in the philosophy of games since Bernard Suits’ The Grasshopper. In effect, Nguyen takes Suits’ idea of ‘reverse English...
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  40.  98
    Video Games as Mass Art.Grant Tavinor - 2011 - Contemporary Aesthetics 9.
  41. (1 other version)Genocidal Language Games.Lynne Tirrell - 2012 - In Ishani Maitra & Mary Kate McGowan, Speech and Harm: Controversies Over Free Speech. Oxford: Oxford University Press. pp. 174--221.
    This chapter examines the role played by derogatory terms (e.g., ‘inyenzi’ or cockroach, ‘inzoka’ or snake) in laying the social groundwork for the genocide of the Tutsi in Rwanda in 1994. The genocide was preceded by an increase in the use of anti-Tutsi derogatory terms among the Hutu. As these linguistic practices evolved, the terms became more openly and directly aimed at Tutsi. Then, during the 100 days of the genocide, derogatory terms and coded euphemisms were used to direct killers (...)
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  42.  18
    Playing Language Games.Beth Savickey - 2019 - In A. C. Grayling, Shyam Wuppuluri, Christopher Norris, Nikolay Milkov, Oskari Kuusela, Danièle Moyal-Sharrock, Beth Savickey, Jonathan Beale, Duncan Pritchard, Annalisa Coliva, Jakub Mácha, David R. Cerbone, Paul Horwich, Michael Nedo, Gregory Landini, Pascal Zambito, Yoshihiro Maruyama, Chon Tejedor, Susan G. Sterrett, Carlo Penco, Susan Edwards-Mckie, Lars Hertzberg, Edward Witherspoon, Michel ter Hark, Paul F. Snowdon, Rupert Read, Nana Last, Ilse Somavilla & Freeman Dyson, Wittgensteinian : Looking at the World From the Viewpoint of Wittgenstein’s Philosophy. Springer Verlag. pp. 55-66.
    Wittgenstein plays with language throughout his later philosophy. Imaginary scenes and invented languages turn metaphysical concerns into conceptual play. He sometimes describes his activities as five finger exercises in thinking—exercises that enable us to think differently.
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  43.  26
    Simulation games.William E. Smythe - 1980 - Behavioral and Brain Sciences 3 (3):448-449.
  44.  48
    Games without frontiers? Democratic engagement, agonistic pluralism and the question of exclusion.Robert W. Glover - 2012 - Philosophy and Social Criticism 38 (1):81-104.
    In recent years a growing number of democratic theorists have proposed ways to increase citizen engagement, while channeling those democratic energies in positive directions and away from systematic marginalization, exclusion and intolerance. One novel answer is provided by a strain of democratic theory known as agonistic pluralism, which valorizes adversarial engagement and recognizes the marginalizing tendencies implicit in drives to consensus and stability. However, the divergences between competing variants of agonistic pluralism remain largely underdeveloped or unrecognized. In this article, I (...)
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  45.  63
    Shell games, information, and counterfactuals.Andrea Scarantino - 2008 - Australasian Journal of Philosophy 86 (4):629 – 634.
    Cohen and Meskin 2006 have recently proposed a novel counterfactual account of information. I argue that it is a step down from its intended target, namely Dretske's 1981 theory of information. Thinking of the information carried by signals in terms of counterfactuals leads to falsely diagnosing bona fide instances of information transmission as not being instances of information transmission at all, with major loss of explanatory power.
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  46.  77
    Can video games be philosophical?Thomas J. Spiegel - 2024 - Synthese 203 (5):1-19.
    Some video games are said to be philosophical. Despite video games having received some attention in academic philosophy, that contention has not been sufficiently addressed. This paper investigates in what sense video games might be properly called “philosophical”. To this end, I utilize Wittgenstein’s distinction between saying and showing to get into view how some video games might be properly called philosophical. This leads to two senses of being philosophical: a conventional sense of expressing philosophy through (...)
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  47.  74
    First-Order Dialogical Games and Tableaux.Nicolas Clerbout - 2014 - Journal of Philosophical Logic 43 (4):785-801.
    We present a new proof of soundness/completeness of tableaux with respect to dialogical games in Classical First-Order Logic. As far as we know it is the first thorough result for dialogical games where finiteness of plays is guaranteed by means of what we call repetition ranks.
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  48.  50
    Video games as tools to achieve insight into cognitive processes.Walter R. Boot - 2015 - Frontiers in Psychology 6.
  49.  39
    Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease.Sofia Balula Dias, José Alves Diniz, Evdokimos Konstantinidis, Theodore Savvidis, Vicky Zilidou, Panagiotis D. Bamidis, Athina Grammatikopoulou, Kosmas Dimitropoulos, Nikos Grammalidis, Hagen Jaeger, Michael Stadtschnitzer, Hugo Silva, Gonçalo Telo, Ioannis Ioakeimidis, George Ntakakis, Fotis Karayiannis, Estelle Huchet, Vera Hoermann, Konstantinos Filis, Elina Theodoropoulou, George Lyberopoulos, Konstantinos Kyritsis, Alexandros Papadopoulos, Anastasios Depoulos, Dhaval Trivedi, Ray K. Chaudhuri, Lisa Klingelhoefer, Heinz Reichmann, Sevasti Bostantzopoulou, Zoe Katsarou, Dimitrios Iakovakis, Stelios Hadjidimitriou, Vasileios Charisis, George Apostolidis & Leontios J. Hadjileontiadis - 2021 - Frontiers in Psychology 11:612835.
    Human-Computer Interaction (HCI) and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the context of HCI serious games (HCI-SGs). When the latter relate with people’s health status, they can become a part of their daily life as assistive health status monitoring/enhancement systems. Co-designing HCI-SGs can be seen as a combination of art and science that involves a meticulous collaborative (...)
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  50.  19
    The Grasshopper: Games, Life, and Utopia (review).Richard A. Watson - 1991 - Philosophy and Literature 15 (2):346-347.
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