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Potential influence of decision time on punishment behavior and its evaluation
Previous studies on whether punishers are rewarded by reputational gains have yielded conflicting results. Some studies have argued that punitive behaviors potentially result in a positive evaluation, while others have found the opposite. This study aims
Kaede Maeda +2 more
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A Computational Method for Solving $N$-Person Game
The nonzero sum $n$-person game has been considered. It is well known that the game can be reduced to a global optimization problem [5; 7; 14]. By extending Mills’ result [5], we derive global optimality conditions for a Nash equilibrium.
R. Enkhbat +4 more
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Exploring Deep Recurrent Q-Learning for Navigation in a 3D Environment
Learning to navigate in 3D environments from raw sensory input is an important step towards bridging the gap between human players and artificial intelligence in digital games.
Rasmus Kongsmar Brejl +2 more
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Combined Games with Randomly Delayed Beginnings
This paper presents two-person games involving optimal stopping. As far as we are aware, the type of problems we study are new. We confine our interest to such games in discrete time. Two players are to chose, with randomised choice-priority, between two
F. Thomas Bruss
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Measuring the impact of game controllers on player experience in FPS games [PDF]
An increasing amount of games is released on multiple platforms, and game designers face the challenge of integrating different interaction paradigms for console and PC users while keeping the core mechanics of a game.
Gerling, Kathrin +2 more
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Nash equilibria sets in mixed extension of 2x2x2 games [PDF]
We describe the Nash equilibria set as an intersection of graphs of players' best responses. The problem of Nash equilibria set construction for three-person extended 2 2 2 games is studied.
Valeriu Ungureanu, Ana Botnari
doaj
Games and AI: Paths, Challenges, Critique
In 2006, the first-person shooter F.E.A.R. makes headlines in the gaming world. One feature in particular attracts much attention: the non-playable characters seem to behave intelligently to a degree yet unseen in computer games.
Mathias Fuchs, Andreas Sudmann
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Information Literacy Through Digital Games
The video is available by cutting and pasting mms://media.lib.uoguelph.ca/partnership/DGBLILPartnership.wmv into Windows Media Player. Please contact the section editor if you experience any difficulties or have any questions about proceeding with ...
Jerremie Clyde, Chris Thomas
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A subjective study of the presence experience phenomenon [PDF]
Background. Presence phenomenon is aт important component of human interaction using virtual reality. Virtual reality is used actively in such spheres as Education, Research, Psychotherapy, Surgery, Entertainment and Games.
Nataliya V. Averbukh
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Behavioral Intention Promotes Generalized Reciprocity: Evidence From the Dictator Game
Generalized reciprocity is the phenomenon that individuals treat others in the same way that others treated them in the past. Besides the behavioral outcomes, whether intention information also manipulates generalized reciprocal behavior remains unclear.
Zhongqiang Sun +7 more
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