In the world of Darwinian rivalry, where the fittest individuals take advantage of others, explaining acts of altruism poses one of the most fundamental problems in evolutionary biology. In a previous issue of Academia magazine (4/2015), Dr. Kinga Wysieńska-Di Carlo and Dr. Zbigniew Karpiński explored this issue from the perspective of sociologists; here it is viewed through the prism of mathematics.
In the article, I try to show the world of the past as the world of games. First of all, history appears as a game – the game of the historian with his subject of study or cognition. Secondly, history itself can be conceptualised by the metaphor of the game. The history of Portugal is treated as an example of the object of historical research, which changes along with the theories applied. The act of theorising sets the limits of the known past. On the basis of selected examples from the history of Portugal in the 20th century, I try to show how the use of various research tools allows us to ask new/different questions.
A new version of J2TADD - a translator from Java to automatons- is described, which adds support for a translation of Markov processes with non-dcterministic players, that can form coalitions, which in turn strive for different aims. In order to ease the definition of a probabilistic game using a plain Java application, several new constructs, and also a special library, are supported within the input language.
Ranges on variables or on expressions can be defined, what helps in checking the self-consistency of a model, and can also make the solving of the model faster.
Philip Sabin points out that modern wargames not only contain substantial amounts of historical information but also arrange it into interactive models which depict historical processes in a simplified manner. Such models can be used in historical research as well, complementing the discourse through more holistic and mathematically strict accounts, and providing tools that impose some discipline on counter- factual speculation.
Presented article contain the teachers opinions of the perceived social expectations in relation to their own expectations of both the institutions of school and local educational authorities. The starting point is a thesis that asymmetrical and disproportionate expectations conducive to the construction of the reduced school reality a specified group of students. as reality shows school does not always reflect the social expectations, which is closely connected with the attitudes of teachers in mainstream schools. however, their expectations of working conditions and the same students with disabilities often remain inconsistent. To identify and interpret the reality that create the appearance of the school, the topic is examined in the context of the concept of the reduced space and the theory of games.
Mineral markets, in spite of many common features with other goods markets, are distinctive. Their functioning sometimes deviates from the rules of the free market. This feature results from the specificity of acquiring the good being an object of trade. In general, changes in the supply of strategic raw materials are indicated earlier (characterized by a lengthy investment cycle from deposit reconnaissance to mining development), develop slowly, andare inelastic. Demand for common mineral raw materials often has a clear and economic character. However, mineral markets as well as markets of other goods have a common feature - the fact that both are a place where an incessant game is being played. In general, two types of strategic behaviours are distinguished: competition or cooperation. This paper recalls an existing model known as the oil market game. Based on a three-entity market of aggregate producers, an attempt has been made to model entrepreneurs' behaviour. The analysis applies n-person game theory. Game theory enables the evaluation of diverse potential coalitions forming. Possible strategies of activity coming from the prospect of cooperation (or its omission) are presented. Expected payoffs are estimated for possible alliances. Proposals for the division of the payoffs among the participants forming the coalition are also suggested.
Virtual reality (VR) technology now provides players with immersive and realistic experiences as never before. Spatial presence plays a crucial role in the introduction of immersive experience in a VR environment. Spatial presence is a special feeling of personal and physical presence in the displayed environment. In this study, we found that the first-person perspective (1PP) was more effective in raising the sense of spatial presence that induces immersive experience compared to the third-person perspective (3PP) in a VR shooting game. Moreover, eye blink rate was significantly higher in the 1PP compared with the 3PP. The 1PP game setting was more realistic than the 3PP setting, and may have raised participants’ sense of immersion and facilitated eye blink. These results indicate that eye blink rate is increased by the sense of spatial presence, and can be a good measure of subjective immersive experience in a VR environment. Neuroscientific evidences suggest that dopaminergic system is involved in such emotional experiences and physiological responses.