In this paper, we study linear static Stac kelberg problems with multiple leaders-followers in which each decision maker wi thin his group may or may not cooperate. An exact penalty function method is dev eloped. The ...In this paper, we study linear static Stac kelberg problems with multiple leaders-followers in which each decision maker wi thin his group may or may not cooperate. An exact penalty function method is dev eloped. The duality gaps of the followers’ problems are appended to the leaders’ objective function with a penalty. The structure leads to the decomposition of the composite problem into a series of linear programmings leading to an efficie nt algorithm. We prove that local optimality is reached for an exact penalty fun ction and illustrate the method with three examples. The model in this paper ext ends the stackelberg leader-follower model.展开更多
A non-cooperative game model based on brittleness entropy is formulated for preventing cascading failure of complex systems.Subsystems of a complex system are mapped to the players of the game.The influence of collaps...A non-cooperative game model based on brittleness entropy is formulated for preventing cascading failure of complex systems.Subsystems of a complex system are mapped to the players of the game.The influence of collapsed subsystems to other subsystems is also taken into account in the definition of payoff function except for their own entropy increase.This influence is named brittleness entropy.Each player has two optional strategies;rational for negative entropy and irrational for negative entropy.The model is designed to identify the players who select an irrational strategy for negative entropy.The players who select the irrational strategy for negative entropy continue to compete for negative entropy after the recovery of ordered state and make other subsystems can' t get enough negative entropy to reduce entropy increase.It leads to cascading failure of the complex system in the end.Genetic algorithm is used to seek the solution of game model,and the simulation result verifies the effectiveness of the proposed model.The model provides a new way to prevent cascading failure of complex systems.展开更多
Videogames feature non-player-characters. Such ingame entities are controlled by artificial intelligence that is sought to match the user's skill. Defining and understanding the given human-computer-interaction video...Videogames feature non-player-characters. Such ingame entities are controlled by artificial intelligence that is sought to match the user's skill. Defining and understanding the given human-computer-interaction videogame genres can be differentiated in either competitive matches or coherent plays. While artificial intelligence answers in responsive patterns only, natural intelligence holds creative qualities. A match is a game that creates suspense over the question of who is going to prevail. It can thus only be a game that features competing human players, since a computerized opponent is unaware of the game's significance. The nature of the match lies within the interactive trial. In a play, however, there is no battle but only cooperation. The aesthetics of such a play unfold to the audience, its purpose is showing rather than experiencing and/or competitively interacting. Artificial intelligence is then a surrogate that is often used in videogames to create an illusion of competition or battle. Its actual purpose is not to feature a worthy opponent, but to be a programmatic loser. In narrative and linear videogames, such as AI takes the role of a supporting actor whose function in the plot is, to signalize the player's dominance.展开更多
We investigate the evolution of cooperation with evolutionary public goods games based on finite populations, where four pure strategies: cooperators, defectors, punishers and loners who are unwilling to participate ...We investigate the evolution of cooperation with evolutionary public goods games based on finite populations, where four pure strategies: cooperators, defectors, punishers and loners who are unwilling to participate are considered. By adopting approximate best response dynamics, we show that the magnitude of rationality not only quantitatively explains the experiment results in [Nature (London) 425 (2003) 390], but also it will heavily influence the evolution of cooperation. Compared with previous results of infinite populations, which result in two equilibriums, we show that there merely exists a special equilibrium cooperation. In addition, we characterize that loner's and the relevant high value of bounded rationality will sustain payoff plays an active role in the maintenance of cooperation, which will only be warranted for the low and moderate values of loner's payoff. It thus indicates the effects of rationality and loner's payoff will influence the cooperation. Finally, we highlight the important result that the introduction of voluntary participation and punishment will facilitate cooperation greatly.展开更多
Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman i...Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman in virtual world were (and sometimes still are) a point of discussion about characters sexualisation and role of female sex in virtual industry. The main aim of this paper is to present analysis of female representation in video games and how in last 30 years it has changed. In other words, how female characters were ennobled from sex object to main protagonist status. In presented research, there were used mostly the examples of popular video games with extended plot and world which can be explored by protagonists. Video game historiography, textual analysis (which helped to treat video game character as a protagonist), and thematic analysis of video games were used as a main research method. The main conclusion of this paper is that female characters can overcome all gender or sexual stereotypes and even eventually became an icon of popular culture展开更多
The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and...The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and qualitative data, focused on whether users of the most popular MMOG, World of Warcraft (WOW), exhibited behaviors of social capital in their online gaming activity and whether there was any correlation to offiine social capital. The findings indicated that cooperation provided the best indicator to make a correlation about a gamer's offiine social capital behaviors. One conclusion, stemming from this is that, in virtual worlds, the added social capital can lead to cronyism and help those in power maintain the status quo.展开更多
Problem-solving strategy i,,; a critical skill in inquiry-based learning. Several studies have investigated how to use learning games to improve inquiry abilities. However, not every learner favors this kind of approa...Problem-solving strategy i,,; a critical skill in inquiry-based learning. Several studies have investigated how to use learning games to improve inquiry abilities. However, not every learner favors this kind of approach. Thus, we need to examine how human factors affect learners' reactions to the use of a digital game to support inquiry-based learning. This study addressed this issue by developing a digital game, "Baking Town", and using the game to examine the effects of two central human factors, sex differences and problem-solving strategies, on students' performance. The results demonstrate that students' inquiry abilities were significantly improved after they participated in the digital game. The results also demonstrate that the digital game may be a feasible way to reduce differences between boys and girls in this domain. Finally, we used the findings to develop a framework that can be used to enhance our understanding of sex differences and the use of problem-solving strategies in the context of digital games.展开更多
Recognition is the key to intersubjectivity, as it implies a relation only possible between rational subjects. To recognize means therefore to make a decision, maybe one of the most important decisions, so that a phil...Recognition is the key to intersubjectivity, as it implies a relation only possible between rational subjects. To recognize means therefore to make a decision, maybe one of the most important decisions, so that a philosophical reflection on intersubjectivity cannot be separated from a reflection on the social and political nature of decision. This leads, to how a simple theory of decision is to be found even in a deeply intersubjective context like the one of role and tabletop games. Aim of this research is to reflect on the role of unexpectedness and unexpected--and thus free---decisions in fields like those described by recognitions, States, and games, bringing into dialogue some thoughts of Hegel, Schelling, and C. Schmitt.展开更多
Teams developing serious games are often small and face both time and budget constraints. Although its importance is well-established, iterative usability testing is often forgone. Further, serious games present uniqu...Teams developing serious games are often small and face both time and budget constraints. Although its importance is well-established, iterative usability testing is often forgone. Further, serious games present unique challenges that they must be usable, enjoyable, and effective. It is necessary that the game's design is evaluated at several stages during development to ensure that all of these objectives are met. A model for incorporating usability testing into development that addresses these three elements is presented, along with guidelines for implementation focused specifically on small serious games development teams. By applying this model to development should ensure that developers are able to efficiently produce more effective serious games.展开更多
The spectrum allocation for links in multi-hop cognitive radio networks is addressed.The links rent the vacant licensed bands offered by primary users for implementing directional transmission.To minimize the individu...The spectrum allocation for links in multi-hop cognitive radio networks is addressed.The links rent the vacant licensed bands offered by primary users for implementing directional transmission.To minimize the individual cost,the links share the licensed band and rental fee.An interference model for the directional transmission in cognitive radio networks is proposed to formulate the cooperative and dynamic behavior of the links using the theory of hedonic game,called spectrum allocation game.The game is proved to converge to the core stable state indicating that all links satisfy with their current conditions and do not deviate from their coalitions.Numerical results show that the game improves spectral efficiency and contributes to reducing the individual cost of the links.展开更多
Wittgenstein in Philosophical Investigations and On Certainty develops a revolutionary conception of knowledge, of philosophy of language, and of philosophy of science. Very close to language-games is a concept that i...Wittgenstein in Philosophical Investigations and On Certainty develops a revolutionary conception of knowledge, of philosophy of language, and of philosophy of science. Very close to language-games is a concept that is important but did not attract much attention, the one of paradigm. In this paper this concept is analyzed together with notions such as context, use, reference, language-games, reality, science, truth, method, propositions, among others by means of which a new view of epistemology emerges. As for Kuhn, paradigm is his most known notion and his biggest contribution to innovate the history of science. I contrast these two conceptions and conclude that they have different uses, and that some difficulties that emerge from Kuhn's concept of paradigm would be dissolved if we take into consideration Witt^enstein's aooroaches of language and the uses it has in our life forms.展开更多
We study strong stability of Nash equilibria in load balancing games of m(m 2)identical servers,in which every job chooses one of the m servers and each job wishes to minimize its cost,given by the workload of the ser...We study strong stability of Nash equilibria in load balancing games of m(m 2)identical servers,in which every job chooses one of the m servers and each job wishes to minimize its cost,given by the workload of the server it chooses.A Nash equilibrium(NE)is a strategy profile that is resilient to unilateral deviations.Finding an NE in such a game is simple.However,an NE assignment is not stable against coordinated deviations of several jobs,while a strong Nash equilibrium(SNE)is.We study how well an NE approximates an SNE.Given any job assignment in a load balancing game,the improvement ratio(IR)of a deviation of a job is defined as the ratio between the pre-and post-deviation costs.An NE is said to be aρ-approximate SNE(ρ1)if there is no coalition of jobs such that each job of the coalition will have an IR more thanρfrom coordinated deviations of the coalition.While it is already known that NEs are the same as SNEs in the 2-server load balancing game,we prove that,in the m-server load balancing game for any given m 3,any NE is a(5/4)-approximate SNE,which together with the lower bound already established in the literature yields a tight approximation bound.This closes the final gap in the literature on the study of approximation of general NEs to SNEs in load balancing games.To establish our upper bound,we make a novel use of a graph-theoretic tool.展开更多
This paper concerns two-person zero-sum games for a class of average-payoff continuous-time Markov processes in Polish spaces.The underlying processes are determined by transition rates that are allowed to be unbounde...This paper concerns two-person zero-sum games for a class of average-payoff continuous-time Markov processes in Polish spaces.The underlying processes are determined by transition rates that are allowed to be unbounded,and the payoff function may have neither upper nor lower bounds.We use two optimality inequalities to replace the so-called optimality equation in the previous literature.Under more general conditions,these optimality inequalities yield the existence of the value of the game and of a pair of optimal stationary strategies.Under some additional conditions we further establish the optimality equation itself.Finally,we use several examples to illustrate our results,and also to show the difference between the conditions in this paper and those in the literature.In particular,one of these examples shows that our approach is more general than all of the existing ones because it allows nonergodic Markov processes.展开更多
Scoring in a basketball game is a highly dynamic, non-linear process. NBA teams try to be more and more competitive each season. For instance, they incorporate into their rosters the best players in the world. This an...Scoring in a basketball game is a highly dynamic, non-linear process. NBA teams try to be more and more competitive each season. For instance, they incorporate into their rosters the best players in the world. This and other mechanisms concur to make the scoring process in NBA games exciting and rarely predictable. This paper is to study the behavior of timing and scoring in basketball gaines. The authors analyze all the games in five NBA regular seasons (2005-06, 2006-07, 2007-08, 2008-09, 2009-10), for a total of 6150 games. Scoring does not behave uniformly; therefore, the authors also analyze the distributions of the differences in points in the basketball games. To further analyze the behavior of the tail of the distribution, the authors also carry out a semilog-plot and a log-log plot to verify whether this trend approaches a Poisson distribution or a PL. This paper reveals different areas of behavior related to the score, with specific instances of time that could be considered tipping points of the game. The presence of these critical points suggests that there are phase transitions where the dynamic scoring of the games varies significantly.展开更多
This paper critically reviews a comprehensive and detailed philosophical account of the plausibility and practicability of artificial intelligence (AI), an emerging field of study which has brought forth a host of t...This paper critically reviews a comprehensive and detailed philosophical account of the plausibility and practicability of artificial intelligence (AI), an emerging field of study which has brought forth a host of technical, methodological, epistemological and ethical issues across various disciplines. Contrary to the prevailing belief, Wittgenstein's legacies are found to have contributed considerably to the philosophical underpinnings for modern Al theory and research. In a thorough scrutiny of the issue, the author extensively examines major philosophical insights engendered by the nexus of interests in the burgeoning AI enterprise, and makes predictions on how close we could ever get to creating human intelligence and its profound practical implications for human existence. Future dimensions of AI research in relation to philosophy and language are further explored with special reference to their potential relevance to natural language processing in Chinese.展开更多
Mean field theory has raised a lot of interest in the recent years (see in particular the results of Lasry-Lions in 2006 and 2007,of Gueant-Lasry-Lions in 2011,of HuangCaines-Malham in 2007 and many others).There are ...Mean field theory has raised a lot of interest in the recent years (see in particular the results of Lasry-Lions in 2006 and 2007,of Gueant-Lasry-Lions in 2011,of HuangCaines-Malham in 2007 and many others).There are a lot of applications.In general,the applications concern approximating an infinite number of players with common behavior by a representative agent.This agent has to solve a control problem perturbed by a field equation,representing in some way the behavior of the average infinite number of agents.This approach does not lead easily to the problems of Nash equilibrium for a finite number of players,perturbed by field equations,unless one considers averaging within different groups,which has not been done in the literature,and seems quite challenging.In this paper,the authors approach similar problems with a different motivation which makes sense for control and also for differential games.Thus the systems of nonlinear partial differential equations with mean field terms,which have not been addressed in the literature so far,are considered here.展开更多
文摘In this paper, we study linear static Stac kelberg problems with multiple leaders-followers in which each decision maker wi thin his group may or may not cooperate. An exact penalty function method is dev eloped. The duality gaps of the followers’ problems are appended to the leaders’ objective function with a penalty. The structure leads to the decomposition of the composite problem into a series of linear programmings leading to an efficie nt algorithm. We prove that local optimality is reached for an exact penalty fun ction and illustrate the method with three examples. The model in this paper ext ends the stackelberg leader-follower model.
基金Basic Research Foundation from State Administration of Science,Technology and Industry for National Defence,PRC(No.Z192011B001)Science Foundation for Youths of Heilongjiang Province(No.QC2009C87)
文摘A non-cooperative game model based on brittleness entropy is formulated for preventing cascading failure of complex systems.Subsystems of a complex system are mapped to the players of the game.The influence of collapsed subsystems to other subsystems is also taken into account in the definition of payoff function except for their own entropy increase.This influence is named brittleness entropy.Each player has two optional strategies;rational for negative entropy and irrational for negative entropy.The model is designed to identify the players who select an irrational strategy for negative entropy.The players who select the irrational strategy for negative entropy continue to compete for negative entropy after the recovery of ordered state and make other subsystems can' t get enough negative entropy to reduce entropy increase.It leads to cascading failure of the complex system in the end.Genetic algorithm is used to seek the solution of game model,and the simulation result verifies the effectiveness of the proposed model.The model provides a new way to prevent cascading failure of complex systems.
文摘Videogames feature non-player-characters. Such ingame entities are controlled by artificial intelligence that is sought to match the user's skill. Defining and understanding the given human-computer-interaction videogame genres can be differentiated in either competitive matches or coherent plays. While artificial intelligence answers in responsive patterns only, natural intelligence holds creative qualities. A match is a game that creates suspense over the question of who is going to prevail. It can thus only be a game that features competing human players, since a computerized opponent is unaware of the game's significance. The nature of the match lies within the interactive trial. In a play, however, there is no battle but only cooperation. The aesthetics of such a play unfold to the audience, its purpose is showing rather than experiencing and/or competitively interacting. Artificial intelligence is then a surrogate that is often used in videogames to create an illusion of competition or battle. Its actual purpose is not to feature a worthy opponent, but to be a programmatic loser. In narrative and linear videogames, such as AI takes the role of a supporting actor whose function in the plot is, to signalize the player's dominance.
基金Supported by National Nature Science Foundation under Grant No.60904063the Tianjin municipal Natural Science Foundation under Grant Nos.11JCYBJC06600,11ZCKF6X00900,11ZCKFGX00900
文摘We investigate the evolution of cooperation with evolutionary public goods games based on finite populations, where four pure strategies: cooperators, defectors, punishers and loners who are unwilling to participate are considered. By adopting approximate best response dynamics, we show that the magnitude of rationality not only quantitatively explains the experiment results in [Nature (London) 425 (2003) 390], but also it will heavily influence the evolution of cooperation. Compared with previous results of infinite populations, which result in two equilibriums, we show that there merely exists a special equilibrium cooperation. In addition, we characterize that loner's and the relevant high value of bounded rationality will sustain payoff plays an active role in the maintenance of cooperation, which will only be warranted for the low and moderate values of loner's payoff. It thus indicates the effects of rationality and loner's payoff will influence the cooperation. Finally, we highlight the important result that the introduction of voluntary participation and punishment will facilitate cooperation greatly.
文摘Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman in virtual world were (and sometimes still are) a point of discussion about characters sexualisation and role of female sex in virtual industry. The main aim of this paper is to present analysis of female representation in video games and how in last 30 years it has changed. In other words, how female characters were ennobled from sex object to main protagonist status. In presented research, there were used mostly the examples of popular video games with extended plot and world which can be explored by protagonists. Video game historiography, textual analysis (which helped to treat video game character as a protagonist), and thematic analysis of video games were used as a main research method. The main conclusion of this paper is that female characters can overcome all gender or sexual stereotypes and even eventually became an icon of popular culture
文摘The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and qualitative data, focused on whether users of the most popular MMOG, World of Warcraft (WOW), exhibited behaviors of social capital in their online gaming activity and whether there was any correlation to offiine social capital. The findings indicated that cooperation provided the best indicator to make a correlation about a gamer's offiine social capital behaviors. One conclusion, stemming from this is that, in virtual worlds, the added social capital can lead to cronyism and help those in power maintain the status quo.
文摘Problem-solving strategy i,,; a critical skill in inquiry-based learning. Several studies have investigated how to use learning games to improve inquiry abilities. However, not every learner favors this kind of approach. Thus, we need to examine how human factors affect learners' reactions to the use of a digital game to support inquiry-based learning. This study addressed this issue by developing a digital game, "Baking Town", and using the game to examine the effects of two central human factors, sex differences and problem-solving strategies, on students' performance. The results demonstrate that students' inquiry abilities were significantly improved after they participated in the digital game. The results also demonstrate that the digital game may be a feasible way to reduce differences between boys and girls in this domain. Finally, we used the findings to develop a framework that can be used to enhance our understanding of sex differences and the use of problem-solving strategies in the context of digital games.
文摘Recognition is the key to intersubjectivity, as it implies a relation only possible between rational subjects. To recognize means therefore to make a decision, maybe one of the most important decisions, so that a philosophical reflection on intersubjectivity cannot be separated from a reflection on the social and political nature of decision. This leads, to how a simple theory of decision is to be found even in a deeply intersubjective context like the one of role and tabletop games. Aim of this research is to reflect on the role of unexpectedness and unexpected--and thus free---decisions in fields like those described by recognitions, States, and games, bringing into dialogue some thoughts of Hegel, Schelling, and C. Schmitt.
文摘Teams developing serious games are often small and face both time and budget constraints. Although its importance is well-established, iterative usability testing is often forgone. Further, serious games present unique challenges that they must be usable, enjoyable, and effective. It is necessary that the game's design is evaluated at several stages during development to ensure that all of these objectives are met. A model for incorporating usability testing into development that addresses these three elements is presented, along with guidelines for implementation focused specifically on small serious games development teams. By applying this model to development should ensure that developers are able to efficiently produce more effective serious games.
基金Supported by the National High Technology Research and Development Programme of China(No.2011AA010503)the National Natural Science Foundations of China(No.60903192)
文摘The spectrum allocation for links in multi-hop cognitive radio networks is addressed.The links rent the vacant licensed bands offered by primary users for implementing directional transmission.To minimize the individual cost,the links share the licensed band and rental fee.An interference model for the directional transmission in cognitive radio networks is proposed to formulate the cooperative and dynamic behavior of the links using the theory of hedonic game,called spectrum allocation game.The game is proved to converge to the core stable state indicating that all links satisfy with their current conditions and do not deviate from their coalitions.Numerical results show that the game improves spectral efficiency and contributes to reducing the individual cost of the links.
文摘Wittgenstein in Philosophical Investigations and On Certainty develops a revolutionary conception of knowledge, of philosophy of language, and of philosophy of science. Very close to language-games is a concept that is important but did not attract much attention, the one of paradigm. In this paper this concept is analyzed together with notions such as context, use, reference, language-games, reality, science, truth, method, propositions, among others by means of which a new view of epistemology emerges. As for Kuhn, paradigm is his most known notion and his biggest contribution to innovate the history of science. I contrast these two conceptions and conclude that they have different uses, and that some difficulties that emerge from Kuhn's concept of paradigm would be dissolved if we take into consideration Witt^enstein's aooroaches of language and the uses it has in our life forms.
基金supported by the Taishan Scholarship of the Government of Shandong Province of ChinaNational Natural Science Foundation of China (Grant No.11071142)Natural Science Foundation of Shandong Province of China (Grant No.ZR2010AM034)
文摘We study strong stability of Nash equilibria in load balancing games of m(m 2)identical servers,in which every job chooses one of the m servers and each job wishes to minimize its cost,given by the workload of the server it chooses.A Nash equilibrium(NE)is a strategy profile that is resilient to unilateral deviations.Finding an NE in such a game is simple.However,an NE assignment is not stable against coordinated deviations of several jobs,while a strong Nash equilibrium(SNE)is.We study how well an NE approximates an SNE.Given any job assignment in a load balancing game,the improvement ratio(IR)of a deviation of a job is defined as the ratio between the pre-and post-deviation costs.An NE is said to be aρ-approximate SNE(ρ1)if there is no coalition of jobs such that each job of the coalition will have an IR more thanρfrom coordinated deviations of the coalition.While it is already known that NEs are the same as SNEs in the 2-server load balancing game,we prove that,in the m-server load balancing game for any given m 3,any NE is a(5/4)-approximate SNE,which together with the lower bound already established in the literature yields a tight approximation bound.This closes the final gap in the literature on the study of approximation of general NEs to SNEs in load balancing games.To establish our upper bound,we make a novel use of a graph-theoretic tool.
基金supported by National Natural Science Foundation and GDUPS (2010)supported by CONACyT Grant 104001
文摘This paper concerns two-person zero-sum games for a class of average-payoff continuous-time Markov processes in Polish spaces.The underlying processes are determined by transition rates that are allowed to be unbounded,and the payoff function may have neither upper nor lower bounds.We use two optimality inequalities to replace the so-called optimality equation in the previous literature.Under more general conditions,these optimality inequalities yield the existence of the value of the game and of a pair of optimal stationary strategies.Under some additional conditions we further establish the optimality equation itself.Finally,we use several examples to illustrate our results,and also to show the difference between the conditions in this paper and those in the literature.In particular,one of these examples shows that our approach is more general than all of the existing ones because it allows nonergodic Markov processes.
文摘Scoring in a basketball game is a highly dynamic, non-linear process. NBA teams try to be more and more competitive each season. For instance, they incorporate into their rosters the best players in the world. This and other mechanisms concur to make the scoring process in NBA games exciting and rarely predictable. This paper is to study the behavior of timing and scoring in basketball gaines. The authors analyze all the games in five NBA regular seasons (2005-06, 2006-07, 2007-08, 2008-09, 2009-10), for a total of 6150 games. Scoring does not behave uniformly; therefore, the authors also analyze the distributions of the differences in points in the basketball games. To further analyze the behavior of the tail of the distribution, the authors also carry out a semilog-plot and a log-log plot to verify whether this trend approaches a Poisson distribution or a PL. This paper reveals different areas of behavior related to the score, with specific instances of time that could be considered tipping points of the game. The presence of these critical points suggests that there are phase transitions where the dynamic scoring of the games varies significantly.
文摘This paper critically reviews a comprehensive and detailed philosophical account of the plausibility and practicability of artificial intelligence (AI), an emerging field of study which has brought forth a host of technical, methodological, epistemological and ethical issues across various disciplines. Contrary to the prevailing belief, Wittgenstein's legacies are found to have contributed considerably to the philosophical underpinnings for modern Al theory and research. In a thorough scrutiny of the issue, the author extensively examines major philosophical insights engendered by the nexus of interests in the burgeoning AI enterprise, and makes predictions on how close we could ever get to creating human intelligence and its profound practical implications for human existence. Future dimensions of AI research in relation to philosophy and language are further explored with special reference to their potential relevance to natural language processing in Chinese.
基金Project supported by the WCU World Class University program through the National Research Foundation of Korea funded by the Ministry of Education,Science and Technology (No. R31-20007)the Research Grants Council of HKSAR (No. PolyU 5001/11P)
文摘Mean field theory has raised a lot of interest in the recent years (see in particular the results of Lasry-Lions in 2006 and 2007,of Gueant-Lasry-Lions in 2011,of HuangCaines-Malham in 2007 and many others).There are a lot of applications.In general,the applications concern approximating an infinite number of players with common behavior by a representative agent.This agent has to solve a control problem perturbed by a field equation,representing in some way the behavior of the average infinite number of agents.This approach does not lead easily to the problems of Nash equilibrium for a finite number of players,perturbed by field equations,unless one considers averaging within different groups,which has not been done in the literature,and seems quite challenging.In this paper,the authors approach similar problems with a different motivation which makes sense for control and also for differential games.Thus the systems of nonlinear partial differential equations with mean field terms,which have not been addressed in the literature so far,are considered here.