Alle Publikationen
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2017
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(2017): Ali Baba and the Thief, Convention Emergence in Games. In: Journal of Artificial Societies and Social Simulation 20 (3), S. 1-6. DOI: 10.18564/jasss.3421
Abstract: In this paper we propose a model that supports the emergence of conventions via multi-agent learning in social networks. In our model, individual agents repeatedly interact with their neighbours in a game called Ali Baba and the Thief. An agent learns its strategy to play the game using the learning rule imitate-the-best. We show that some conventions prescribing peaceful behaviours can emerge after repeated interactions among agents inhabited in some social networks. Our experiments suggest that there are critical points of convention emergence in Ali Baba and the Thief. When the quotient of the amount of robbery and the initial utility is smaller than the critical point, the probability of convention emergence is high. The probability drops dramatically as long as the quotient is larger than the critical point.
Keywords: Computerspielwissenschaft, Design, Disziplin, Favoriten, Informations- & Kommunikationstechnik, Konventionen, Mensch-Technik-Relationen (MTR), Modelle/Theorien, Norm negotiation model, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Realtechnik, Soziale Angemessenheit, Technik, Voraussetzungen für sozial angemessenes Verhalten 2008
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(2008): Dynamic phenomena and human activity in an artificial society. In: Physical review. E, Statistical, nonlinear, and soft matter physics 78 (6 Pt 2). DOI: 10.1103/PhysRevE.78.066110
DOI: http://www.ncbi.nlm.nih.gov/pubmed/19256908 Abstract: We study dynamic phenomena in a large social network of nearly 3x10;{4} individuals who interact in the large virtual world of a massive multiplayer online role playing game. On the basis of a database received from the online game server, we examine the structure of the friendship network and human dynamics. To investigate the relation between networks of acquaintances in virtual and real worlds, we carried out a survey among the players. We show that, even though the virtual network did not develop as a growing graph of an underlying network of social acquaintances in the real world, it influences it. Furthermore we find very interesting scaling laws concerning human dynamics. Our research shows how long people are interested in a single task and how much time they devote to it. Surprisingly, exponent values in both cases are close to -1 . We calculate the activity of individuals, i.e., the relative time daily devoted to interactions with others in the artificial society. Our research shows that the distribution of activity is not uniform and is highly correlated with the degree of the node, and that such human activity has a significant influence on dynamic phenomena, e.g., epidemic spreading and rumor propagation, in complex networks. We find that spreading is accelerated (an epidemic) or decelerated (a rumor) as a result of superspreaders' various behavior.
Keywords: Artificial society, complex networks, Computerspielwissenschaft, degree of acquaintance, dissemination, dynamic systems theory, Favoriten, gaming, Mensch-Technik-Relationen (MTR), Modelle/Theorien, multiplayer role online game, Netzwerktheorien, real world vs. virtual world, Realtechnik, rumor, spreading, SV, Technik
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