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1.
Poker is a competitive, social game of skill and luck, which presents players with numerous challenging strategic and interpersonal decisions. The adaptation of poker into a game played over the internet provides the unprecedented opportunity to quantitatively analyze extremely large numbers of hands and players. This paper analyzes roughly twenty-seven million hands played online in small-stakes, medium-stakes and high-stakes games. Using PokerTracker software, statistics are generated to (a) gauge the types of strategies utilized by players (i.e. the ‘strategic demography’) at each level and (b) examine the various payoffs associated with different strategies at varying levels of play. The results show that competitive edges attenuate as one moves up levels, and tight-aggressive strategies––which tend to be the most remunerative––become more prevalent. Further, payoffs for different combinations of cards, varies between levels, showing how strategic payoffs are derived from competitive interactions. Smaller-stakes players also have more difficulty appropriately weighting incentive structures with frequent small gains and occasional large losses. Consequently, the relationship between winning a large proportion of hands and profitability is negative, and is strongest in small-stakes games. These variations reveal a meta-game of rationality and psychology which underlies the card game. Adopting risk-neutrality to maximize expected value, aggression and appropriate mental accounting, are cognitive burdens on players, and underpin the rationality work––reconfiguring of personal preferences and goals––players engage into be competitive, and maximize their winning and profit chances.  相似文献   

2.
Axiomatizations of the normalized Banzhaf value and the Shapley value   总被引:1,自引:1,他引:0  
A cooperative game with transferable utilities– or simply a TU-game – describes a situation in which players can obtain certain payoffs by cooperation. A solution concept for these games is a function which assigns to every such a game a distribution of payoffs over the players in the game. Famous solution concepts for TU-games are the Shapley value and the Banzhaf value. Both solution concepts have been axiomatized in various ways. An important difference between these two solution concepts is the fact that the Shapley value always distributes the payoff that can be obtained by the `grand coalition' consisting of all players cooperating together while the Banzhaf value does not satisfy this property, i.e., the Banzhaf value is not efficient. In this paper we consider the normalized Banzhaf value which distributes the payoff that can be obtained by the `grand coalition' proportional to the Banzhaf values of the players. This value does not satisfy certain axioms underlying the Banzhaf value. In this paper we introduce some new axioms that characterize the normalized Banzhaf value. We also provide an axiomatization of the Shapley value using similar axioms. Received: 10 April 1996 / Accepted: 2 June 1997  相似文献   

3.
In this article, criticality within a voting game is rigorously defined and examined. Criticality forms the basis of the traditional voting power measures frequently employed to analyse voting games; therefore understanding criticality is a pre-requisite to understanding any such analysis. The concept of criticality is extended to encompass games in which players are allowed to express multiple levels of approval. This seemingly innocuous extension raises some important questions, forcing us to re-evaluate exactly what it means to be critical. These issues have been largely side-stepped by the main body of research as they focus almost exclusively on ‘yes/no’ voting games, the so called single level approval voting games. The generalisation to multilevel approval voting games is much more than just a theoretical extension, as any single level approval game in which a player can abstain is in effect a multilevel approval voting game.  相似文献   

4.
A value mapping for cooperative games with transferable utilities is a mapping that assigns to every game a set of vectors each representing a distribution of the payoffs. A value mapping is efficient if to every game it assigns a set of vectors which components all sum up to the worth that can be obtained by all players cooperating together.? An approach to efficiently allocate the worth of the ‘grand coalition’ is using share mappings which assign to every game a set of share vectors being vectors which components sum up to one. Every component of a share vector is the corresponding players' share in the total payoff that is to be distributed among the players. In this paper we discuss a class of share mappings containing the (Shapley) share-core, the Banzhaf share-core and the Large Banzhaf share-core, and provide characterizations of this class of share mappings. Received: 9 August 1999/Accepted: 25 April 2000  相似文献   

5.
This paper re-examines the so-called ‘chairman’s paradox‘ that was first noticed by Farquharson in his path breaking tract on sophisticated voting, Theory of Voting (1969). The Chairman’s paradox is concerned with the case of a three member committee in which a particular player who has a regular and a tie-breaking vote – the ‘chairman’ – not only will do worse in specific instances under the plurality procedure for three alternatives than if he did not have such a vote, but will also do worse overall. That is, the chairman’s a priori probability of success (‘getting what one wants’) for all possible games with linear (strict) preference orders is lower than that of the two regular members. It is demonstrated that this result, which comes about if voters act strategically rather than sincerely, is not as robust as it has been thought to be. By merely replacing the standard assumption of linear preference orders with weak preference orders, which allow for indifference, we can escape from the paradox for the canonical case of three players and three alternatives. With weak preference orders, the a priori success of the chairman is now greater than that of the other two players. We also point to a new paradox of sophisticated voting.  相似文献   

6.
This article looks at racism, nationalism, and culture wars within multicultural Internet communities, specifically looking at Omerta, an international mafia‐themed text‐based massively multiplayer online role‐playing game (MMORPG). Omerta allows players to live and create a world of their own where groups of players, called families, interact and work together in peace and war. The text‐based aspect leads the majority of play dealing with negotiations in multi‐user chat (Internet Relay Chat), with the focus being on diplomacy and negotiation. Within the Omerta game, players of Turkish nationality have been refused admission into some families due to the perception that their primary loyalties are to other members of their own nationality, rather than members of their current family. This has led to much turmoil within the community and the creation of “Turkish Alliances”— families consisting of only Turkish players due to the lack of recruiting from other nationalities. What does this say about the functionality of multiculturalism and the possibility for success?  相似文献   

7.
Higher education is in crisis, especially in the public sector. Over the past few years, tuition at state universities across the country has increased dramatically, their budgets have been slashed and federal funding for need-based financial aid has been reduced. The results are increased class sizes, fewer course offerings, more adjunct faculty and fewer working-class students at public colleges and universities. In Massachusetts, where we teach, these trends are particularly pronounced. In this paper, we describe “Crisis in Higher Education,” a critical experiential course we offered to raise student awareness about the crisis and to encourage them to work for change on our campus. This course is an example of critical experiential education because it integrates classroom learning with political activism. This article describes the context and rationale for teaching the course, reports on students’ responses to its form and content, and discusses what we learned from this experience.  相似文献   

8.
Ordinarily, the process of decision making by a committee through voting is modeled by a monotonic game the range of whose characteristic function is restricted to {0, 1}. The decision rule that governs the collective action of a voting body induces a hierarchy in the set of players in terms of the a-priori influence that the players have over the decision making process. In order to determine this hierarchy in a swap robust game, one has to either evaluate a power index (e.g., the Shapley–Shubik index, the Banzhaf–Coleman index) for each player or conduct a pairwise comparison between players, whereby a player i is ranked higher than another player j if there exists a coalition in which i is more desirable as a coalition partner than j. In this paper, we outline an alternative mechanism to determine the ranking of players in terms of their a-priori power. This simple and elegant method uses only minimal winning coalitions, rather than the entire set of winning coalitions.  相似文献   

9.
Mahjong is a popular gambling game played in Chinese communities all over the world (Papineau, China Perspect 28:29–42, 2000) and is sometimes referred to as ‘国赌’ (guodu, the Chinese national gambling game) or ‘修长城’ (xiu changcheng, repairing the Great Wall). Exploratory studies using snowball sampling conducted by Zheng et al. (J Psychol Chin Soc 9(2):241–262, 2008) indicated that Mahjong is not only a popular pastime within the Sydney Chinese community but also problematic for around 3% of players. The current study aimed to extend earlier studies by estimating the prevalence of Mahjong problem gambling in a random sample of Sydney Chinese community members. In addition, due to first-hand gambling experience of the first author with superstitious Mahjong players, the study also investigated the role of superstitious beliefs in Mahjong gambling. The current study involved a series of self-report questionnaires administered to 469 randomly selected Chinese Australians in Sydney. The problem gambling rate, assessed by the Canadian Problem Gambling Index (CPGI), was 3.8%, with Chinese males and older Chinese prominent. Superstitious beliefs were found to play a part in the maintenance of Mahjong gambling behaviour. Information stemming from the current study has helped gain insight into culturally specific forms of gambling, and to identify correlates of problem gamblers. Funding bodies and counselling services should be aware of the existence of this form of gambling, and should devise appropriate treatment plans for Mahjong problem gamblers.  相似文献   

10.
It is suggested that commercial video-games (e.g.Nintendo &Sega) and gambling activities have similar attractive features and intermittent reinforcement schedules. This research seeks to examine the nature of this relationship amongst children. One hundred and four children aged 9 to 14, from grades 4, 6, and 8, participated. A questionnaire exploring issues related to video-game playing and gambling behavior in children and adolescents was completed and a computerized blackjack game was individually administered. High frequency video-game players were compared to low frequency video-game players with respect to their gambling performance on the blackjack gambling task as well as on information gathered from the questionnaire. Of particular concern is the risk-taking strategies used by avid video-game players, whether or not children perceive gambling and video-games as involving similar amounts of skill or whether they realize that gambling is primarily a game of chance. The findings, in general, suggest that high frequency video-game players gamble more than low frequency video-game players, report that gambling makes them feel more important, and take greater risks on the blackjack gambling task although no overall differences in success were found. Males exhibited greater risk-taking tendencies on the blackjack task than females. The clinical implications of the findings are addressed.This research was partially supported by a grant from the McGill University Social Science Computer Committee.This is a revision of a paper presented at the Ninth International Conference on Gambling and Risk Taking, Las Vegas, 1994.The authors would like to thank the administration, staff, and students in T.H. Bowes, Prince Charles, Souvenir, Gerald McShane, Our Lady of Pompei, Pierrefonds Comprehensive High School, and Western Laval High School, for their participation and cooperation in this study.  相似文献   

11.
In Ontario, Canada, the regulator approves identical looking slot machine games with different payback percentages. We gained access to the design documents (called PAR Sheets) used to program these different versions of the same slots game and ran Gambler’s Ruin simulations of 2,000 first-time players who each arrived with a $100 bankroll and played either the 85 or 98% version of the same game until broke. Simulations revealed that the typical (median) player’s experience did not differ significantly between versions. However the payback percentage affected the experience of players in the upper tails of the distributions with those in the 98% version having dramatically more total spins, winning spins, entries into the “bonus mode”, and “hand pays” (a win of $100 bankroll and played either the 85 or 98% version of the same game until broke. Simulations revealed that the typical (median) player’s experience did not differ significantly between versions. However the payback percentage affected the experience of players in the upper tails of the distributions with those in the 98% version having dramatically more total spins, winning spins, entries into the “bonus mode”, and “hand pays” (a win of 125 or more on a given spin). Most importantly, the number of simulated players who had a maximum peak balance in excess of $1,000 rose tenfold—from 5 in the 85% version to 54 in the 98% version. The results are discussed in terms of the Pathways Model of Problem and Pathological Gambling especially in terms of behavioural conditioning, cognitive beliefs, and early big wins. It may well be that those machines that are on the surface the “fairest” to the gambler, actually pose the most risk for ensuing gambling problems.  相似文献   

12.
We describe salient aspects of the idioculture of videogame play, based on interviews conducted with 20 devoted videogame players and several hours of observation of small‐group game play. We explore the meaningfulness of videogame play for participants, specifically through an examination of the social quality of play, interaction during play, the enactment of status differences in and through play, and players’ desire to play games perfectly and/or completely. We elicit players’ comments about acceptable and unacceptable forms of cheating, and we explore their management of the stigma attached to playing violent games and playing excessively. We conclude by highlighting game players’ penchant for finding moral content in their favorite games and game characters.  相似文献   

13.
Contests with group-specific public-good prizes   总被引:1,自引:1,他引:0  
We examine the equilibrium effort levels of individual players and groups in contests in which n groups compete to win a group-specific public-good prize, the individual players choose their effort levels simultaneously and independently, and the probability of winning for each group depends on the groups’ effort levels. In the basic model, we show that, in each group, only the highest-valuation players expend positive effort and the rest expend zero effort; there is underinvestment in the contest for the group as a whole. Next, in the main model in which the players are budget-constrained, we show that low-valuation players free ride on high-valuation players’ contributions, not vice versa, but the free-rider problem is “alleviated” as compared with the basic model.  相似文献   

14.
Gamson’s law and hedonic games   总被引:1,自引:1,他引:0  
This note adds one celebrated coalition formation game due to Gamson (Am Soc Rev 26:373–382 1961a, Am Soc Rev 26:565–573, 1961b) in the list of applications of the theory of hedonic games explored by Banerjee et al. (Soc Choice Welf 18:135–153, 2001) and Bogomolnaia and Jackson (Games Econ Behav 38: 204–230, 2002). We apply their results to study the original Gamson game and offer extensions both to a multi-dimensional characteristics space and to an infinite number of players.  相似文献   

15.
The nature of the relationship between organized labor and the Democratic party — still much debated among scholars —can be usefully examined through an analysis of the role of unions in the 1998 congressional elections. Evidence drawn from a wide range of sources shows that the AFL- CIO and its affiliated unions devoted considerable financial and organizational resources to mobilizing union members and allied con-stituencies to vote for Democratic candidates. Combined with the unions' direct finan-cial contributions to campaigns, this activity made unions important players in the elections and helped project an image of potency and effectiveness in the news media and among politicians. As a result, the labor/Democrat alliance remained stronger than one would expect on the basis of union density figures alone.  相似文献   

16.
This article examines gender dynamics within a women-dominated online community centered around The Sims, a feminine-coded simulation computer game in which women are the majority of players. Based on qualitative analysis of 10 threads and approximately 400 comments from both the official Sims 4 forums and unofficial Sims 4 subreddit, as well as online ethnography, I find that some men responded to their minority status within the Sims community by arguing that men were neglected by the developers at the expensive the inclusion of women and LGBTQ players, for instance, due to an imbalance of content designed for men versus women. However, these men experienced pushback against these ideas in such a way that minimized their voices. I argue that this pushback is a form of moderating masculinity to defend the safety of the community for women. This study contributes to our understanding of gender dynamics in digital spaces, particularly those dominated by women.  相似文献   

17.
Through an ethnographic study of rugby players, this research shows how when men enter a physical space, they are bound by codes that define what sort of masculinities and emotions they ‘should' perform in order to denote cultural legitimacy. The article investigates how different spaces on and off the rugby field influence how different masculinities are performed. Rugby players enact fleeting and relative masculinities as they move in and out of the multiple hyper‐masculine spaces they encounter on game day. The codes of masculinity dictated by these different spaces are manifest in the men's bodies and in their emotions.  相似文献   

18.
In this article I argue that the production of live music shares many formal properties with that of confidence games: specifically, (1) a set of structural relationships in which operators, ropers, insiders, shills and marks are enmeshed, (2) the deployment of carefully planned strategies of deception, and (3) a pattern of success owed in part to the moral and financial motivations of insiders, the willingness of the state to assist in the enterprise, and the desire among victims to be swayed by the production. Drawing on ethnographic research conducted in some of Chicago's most popular blues clubs, I examine these three components of live music production qua confidence game. I also briefly discuss how one group of participants—local blues musicians—reacts to their own performances as musicians/confidence artists. Finally, I conclude by exploring the broader implications this case suggests regarding other types of live music production.  相似文献   

19.
This article examines one of the most popular computer games The Sims to consider whether the shared understanding of the game's "rules' can be understood through the concept of genre. The main argument is that the genre being used is "real life'. The game's creators are assuming the players share with them, and with each other, an understanding of real life, which can be transposed into the game world. The article explores this notion of a real-life narrative that is shared, by considering the ways in which family and other relationships are both conceptualized and played out in the game. Whilst real life as genre is problematized here, the tensions and conflicts of contemporary real-world conceptualizations of family and other relationships do appear to be represented in the game. What is interesting then, given this, are the ways in which players negotiate the gameplay. The article concludes by suggesting that players are active agents negotiating both the game' s version of real life, and their own real-world experiences.  相似文献   

20.
This article examined the contribution of family processes (parental warmth, parental financial monitoring, and parent–child interactions about money) to explain cognitive and behavioral aspects of adolescents’ financial behaviors. Data came from the 2002/2003 Child Development Supplement to the Panel Study of Income Dynamics, a national sample of adolescent age 12–18 and their families (N = 1,471). Results indicated that higher levels of parent communication about child donations were positively associated with both children’s saving for future schooling and their likelihood of donating to charities. Higher levels of parental warmth were associated with saving for future schooling. Giving an allowance was negatively related to child financial anxiety. Implications for researcher and policy makers have been discussed.  相似文献   

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