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Evolutionary Games in Natural, Social, and Virtual Worlds

Evolutionary Games in Natural, Social, and Virtual Worlds
Author: Daniel Friedman
Publisher: Oxford University Press
Total Pages: 436
Release: 2016-02-01
Genre: Business & Economics
ISBN: 0199981167

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Over the last 25 years, evolutionary game theory has grown with theoretical contributions from the disciplines of mathematics, economics, computer science and biology. It is now ripe for applications. In this book, Daniel Friedman---an economist trained in mathematics---and Barry Sinervo---a biologist trained in mathematics---offer the first unified account of evolutionary game theory aimed at applied researchers. They show how to use a single set of tools to build useful models for three different worlds: the natural world studied by biologists; the social world studied by anthropologists, economists, political scientists and others; and the virtual world built by computer scientists and engineers. The first six chapters offer an accessible introduction to core concepts of evolutionary game theory. These include fitness, replicator dynamics, sexual dynamics, memes and genes, single and multiple population games, Nash equilibrium and evolutionarily stable states, noisy best response and other adaptive processes, the Price equation, and cellular automata. The material connects evolutionary game theory with classic population genetic models, and also with classical game theory. Notably, these chapters also show how to estimate payoff and choice parameters from the data. The last eight chapters present exemplary game theory applications. These include a new coevolutionary predator-prey learning model extending rock-paper-scissors; models that use human subject laboratory data to estimate learning dynamics; new approaches to plastic strategies and life cycle strategies, including estimates for male elephant seals; a comparison of machine learning techniques for preserving diversity to those seen in the natural world; analyses of congestion in traffic networks (either internet or highways) and the "price of anarchy"; environmental and trade policy analysis based on evolutionary games; the evolution of cooperation; and speciation. As an aid for instruction, a web site provides downloadable computational tools written in the R programming language, Matlab, Mathematica and Excel.


Evolutionary Games in Natural, Social, and Virtual Worlds

Evolutionary Games in Natural, Social, and Virtual Worlds
Author: Daniel Friedman
Publisher:
Total Pages: 417
Release: 2016
Genre: Evolution
ISBN: 9780190466657

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Authors Daniel Friedman and Barry Sinervo show how to use theoretical developments in evolutionary game theory to build useful models describing parts of the worlds we live in - the natural world of biology, the social world of politics, economics, etc., and the virtual world that is emerging from our connected electronic devices.


Behavior and Evolutionary Dynamics in Crowd Networks

Behavior and Evolutionary Dynamics in Crowd Networks
Author: Yan Chen
Publisher: Springer Nature
Total Pages: 148
Release: 2020-07-28
Genre: Computers
ISBN: 9811571600

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This book offers a holistic framework to study behavior and evolutionary dynamics in large-scale, decentralized, and heterogeneous crowd networks. In the emerging crowd cyber-ecosystems, millions of deeply connected individuals, smart devices, government agencies, and enterprises actively interact with each other and influence each other’s decisions. It is crucial to understand such intelligent entities’ behaviors and to study their strategic interactions in order to provide important guidelines on the design of reliable networks capable of predicting and preventing detrimental events with negative impacts on our society and economy. This book reviews the fundamental methodologies to study user interactions and evolutionary dynamics in crowd networks and discusses recent advances in this emerging interdisciplinary research field. Using information diffusion over social networks as an example, it presents a thorough investigation of the impact of user behavior on the network evolution process and demonstrates how this can help improve network performance. Intended for graduate students and researchers from various disciplines, including but not limited to, data science, networking, signal processing, complex systems, and economics, the book encourages researchers in related research fields to explore the many untouched areas in this domain, and ultimately to design crowd networks with efficient, effective, and reliable services.


Routledge Handbook of Behavioral Economics

Routledge Handbook of Behavioral Economics
Author: Roger Frantz
Publisher: Routledge
Total Pages: 435
Release: 2016-08-05
Genre: Business & Economics
ISBN: 1317589246

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There is no doubt that behavioral economics is becoming a dominant lens through which we think about economics. Behavioral economics is not a single school of thought but representative of a range of approaches, and uniquely, this volume presents an overview of them. The wide spectrum of international contributors each provides an exploration of a central approach, aspect or topic in behavorial economics. Taken together, the whole volume provides a comprehensive overview of the subject which considers both key developments and future possibilities. Part One presents several different approaches to behavioural economics, including George Katona, Ken Boulding, Harvey Leibenstein, Vernon Smith, Herbert Simon, Gerd Gigerenzer, Daniel Kahneman, and Richard Thaler. This section looks at the origins and development of behavioral economics and compares and contrasts the work of these scholars who have been so influential in making this area so prominent. Part Two presents applications of behavioural economics including nudging; heuristics; emotions and morality; behavioural political economy, education, and economic innovation. The Routledge Handbook of Behavioral Economics is ideal for advanced economics students and faculty who are looking for a complete state-of-the-art overview of this dynamic field.


Game-Theoretical Models in Biology

Game-Theoretical Models in Biology
Author: Mark Broom
Publisher: CRC Press
Total Pages: 746
Release: 2022-08-03
Genre: Mathematics
ISBN: 1000623726

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Covering the major topics of evolutionary game theory, Game-Theoretical Models in Biology, Second Edition presents both abstract and practical mathematical models of real biological situations. It discusses the static aspects of game theory in a mathematically rigorous way that is appealing to mathematicians. In addition, the authors explore many applications of game theory to biology, making the text useful to biologists as well. The book describes a wide range of topics in evolutionary games, including matrix games, replicator dynamics, the hawk-dove game, and the prisoner’s dilemma. It covers the evolutionarily stable strategy, a key concept in biological games, and offers in-depth details of the mathematical models. Most chapters illustrate how to use Python to solve various games. Important biological phenomena, such as the sex ratio of so many species being close to a half, the evolution of cooperative behaviour, and the existence of adornments (for example, the peacock’s tail), have been explained using ideas underpinned by game theoretical modelling. Suitable for readers studying and working at the interface of mathematics and the life sciences, this book shows how evolutionary game theory is used in the modelling of these diverse biological phenomena. In this thoroughly revised new edition, the authors have added three new chapters on the evolution of structured populations, biological signalling games, and a topical new chapter on evolutionary models of cancer. There are also new sections on games with time constraints that convert simple games to potentially complex nonlinear ones; new models on extortion strategies for the Iterated Prisoner’s Dilemma and on social dilemmas; and on evolutionary models of vaccination, a timely section given the current Covid pandemic. Features Presents a wide range of biological applications of game theory. Suitable for researchers and professionals in mathematical biology and the life sciences, and as a text for postgraduate courses in mathematical biology. Provides numerous examples, exercises, and Python code.


Cognition of the Law

Cognition of the Law
Author: Luigi Cominelli
Publisher: Springer
Total Pages: 198
Release: 2018-07-04
Genre: Law
ISBN: 3319893483

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This book’s basic hypothesis – which it proposes to test with a cognitive-sociological approach – is that legal behavior, like every form of human behavior, is directed and framed by biosocial constraints that are neither entirely genetic nor exclusively cultural. As such, from a sociological perspective the law can be seen as a super-meme, that is, as a biosocial constraint that develops only in complex societies. This super-meme theory, by highlighting a fundamental distinction between defensive and assertive biases, might explain the false contradiction between law as a static and historical phenomenon, and law as a dynamic and promotional element. Socio-legal scholars today have to face the challenge of pursuing a truly interdisciplinary approach, connecting all the fields that can contribute to building a modern theory of normative behavior and social action. Understanding and framing concepts such as rationality, emotion, or justice can help to overcome the significant divide between micro and macro sociological knowledge. Social scientists who are interested in the law must be able to master the epistemological discourses of different disciplines, and to produce fruitful syntheses and bridge-operations so as to understand the legal phenomenon from each different point of view. The book adopts four perspectives: sociological, psychological, biological-evolutionary and cognitive. All of them have the potential to be mutually integrated, and constitute that general social science that provides common ground for exchange. The goal is to arrive at a broad and integrated view of the socio-legal phenomenon, paving the way for a comprehensive theory of norm-oriented and norm-perceived actions.


The Human Scaffold

The Human Scaffold
Author: Josh Berson
Publisher: Univ of California Press
Total Pages: 247
Release: 2021-03-23
Genre: Science
ISBN: 0520380509

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Humanity has precipitated a planetary crisis of resource consumption—a crisis of stuff. So ingrained is our stuff-centric view that we can barely imagine a way out beyond substituting a new portmanteau of material things for the one we have today. In The Human Scaffold, anthropologist Josh Berson offers a new theory of adaptation to environmental change. Drawing on niche construction, evolutionary game theory, and the enactive view of cognition, Berson considers cases in the archaeology of adaptation in which technology in the conventional sense was virtually absent. Far from representing anomalies, these cases exemplify an enduring feature of human behavior that has implications for our own fate. The time has come to ask what the environmental crisis demands of us not as consumers but as biological beings. The Human Scaffold offers a starting point.


Evolutionary Psychology and Digital Games

Evolutionary Psychology and Digital Games
Author: Johannes Breuer
Publisher: Routledge
Total Pages: 252
Release: 2018-10-09
Genre: Social Science
ISBN: 1351663569

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Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers is the first edited volume that systematically applies evolutionary psychology to the study of the use and effects of digital games. The book is divided into four parts: Theories and Methods Emotion and Morality Social Interaction Learning and Motivation These topics reflect the main areas of digital games research as well as some of the basic categories of psychological research. The book is meant as a resource for researchers and graduate students in psychology, anthropology, media studies and communication as well as video game designers who are interested in learning more about the evolutionary roots of player behaviors and experiences.


Business Information Systems Workshops

Business Information Systems Workshops
Author: Witold Abramowicz
Publisher: Springer Nature
Total Pages: 341
Release: 2020-11-11
Genre: Computers
ISBN: 3030611469

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This book constitutes revised papers from the five workshops which were held during June 2020 at the 23rd International Conference on Business Information Systems, BIS 2020. The conference was planned to take place in Colorado Springs, CO, USA. Due to the COVID-19 pandemic it changed to a virtual format. There was a total of 54 submissions to all workshops of which 26 papers were accepted for publication. The workshops included in this volume are: BITA 2020: 11th Workshop on Business and IT Alignment BSCT 2020: 3rd Workshop on Blockchain and Smart Contract Technologies DigEX 2020: 2nd International Workshop on transforming the Digital Customer Experience iCRM 2020: 5th International Workshop on Intelligent Data Analysis in Integrated Social CRM QOD 2020: 3rd Workshop on Quality of Open Data


Game Worlds Get Real

Game Worlds Get Real
Author: Zek Valkyrie
Publisher:
Total Pages: 0
Release: 2023
Genre: Video games
ISBN:

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This book explores how after 20 years of existence, virtual world games have evolved: the social landscapes within digital worlds have become rigid and commodified, and "play" and "fun" have become rational and mechanical products. Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft-the most popular game within the genre-is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millions of gamers. The book provides a historical review of earlier incarnations of virtual world games and culture in the late 1990s, covering the early years of popular games like EverQuest, to the soaring popularity of World of Warcraft, to the current era of the genre and its more general gaming climate. Author Zek Valkyrie-a researcher in the areas of gaming culture, digital communities, gender, sexualities, and visual sociology as well as an avid gamer himself-explores the evolution of the meaning of "play" in the virtual game world, explains how changes in game design have reduced opportunities for social experimentation, and identifies how player types such as the gender switcher, the cybersexual, the explorer, and the trial-and-error player have been left behind in the interest of social and informational transparency.