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134 results for “game data”
Data and code for Fraser and Nettle, 'Hunger affects social decisions in a Public Goods Game but not an Ultimatum Game'
<p><strong>Data and code for Fraser and Nettle 'Hunger affects social decisions in a multi-round Public Goods Game but not a single-shot Ultimatum Game' </strong></p> <p>The attached R script reproduces all analyses in the paper. There are three .csv data files used by the script: the dataset for experiment 1, the main dataset for experiment 2, and the latency data for experiment 2.</p> <p>This version: April 2020.</p> <p>Since the version of October 2019, we switched the order of presentation of the experiments, so the one previously referred to as experiment 2 is now experiment 1 and vice versa. Other new analyses and sections have also been added.</p>
Replication data for High-impact details of play and movements with higher trunk acceleration in female basketball game
<p>This study aimed to identify the high-impact details of play and movements with higher acceleration and their frequency during a female basketball match. Trunk acceleration was measured during a simulated basketball game with eight female players. We categorized the various actions as details of play and movements generated at >6 and 8G resultant accelerations using a video recording and an accelerometer attached to the players’ trunk. The frequency and ratio of the details of play and movements about all detected movements were calculated. A total of 1062 and 223 play actions were detected for the resultant acceleration thresholds of >6 and 8G, respectively. For these acceleration thresholds, in terms of details of play, positioning on the half-court was the most frequently observed (29.6% and 23.8%, respectively). In the terms of movements, deceleration was the most frequently detected movement (21.5% and 23.3%, respectively), followed by landing (7.6 and 15.7%, respectively). The results also showed that characteristics of movements or playing style and position of play might have an effect on acceleration patterns during a basketball game. Monitoring the frequency and intensity of these movements and details of play can help to quantify the biomechanical load experienced by basketball players.</p>
Respon data siswa SMA terkait game online
<p>Respon data siswa SMA terkait game online sebagai data set paper</p>
Data from: Sperm competition games: a general model for pre-copulatory male-male competition
Reproductive males face a trade-off between expenditure on pre-copulatory male-male competition – increasing the number of females that they secure as mates – and sperm competition – increasing their fertilisation success with those females. Previous sperm allocation models have focused on scramble competition in which males compete by searching for mates and the number of matings rises linearly with pre-copulatory expenditure. However, recent studies have emphasised contest competition involving pre-copulatory expenditure on armaments, where winning contests may be highly dependent on marginal increases in relative armament level. Here we develop a general model of sperm allocation that allows us to examine the effect of all forms of pre-copulatory competition on sperm allocation patterns. The model predicts that sperm allocation decreases if either the 'mate-competition loading', a, or the number of males competing for each mating, M, increases. Other predictions remain unchanged from previous models: (i) expenditure per ejaculate should increase and then decrease, and (ii) total post-copulatory expenditure should increase, as the level of sperm competition increases. A negative correlation between a and M is biologically plausible, and may buffer deviations from the previous models. There is some support for our predictions from comparative analyses across dung beetle species and frog populations.
Data from: Polygyny without wealth: popularity in gift games predicts polygyny in BaYaka Pygmies
The occurrence of polygynous marriage in hunter–gatherer societies, which do not accumulate wealth, remains largely unexplored since resource availability is dependent on male hunting capacity and limited by the lack of storage. Hunter–gatherer societies offer the greatest insight in to human evolution since they represent the majority of our species' evolutionary history. In order to elucidate the evolution of hunter–gatherer polygyny, we study marriage patterns of BaYaka Pygmies. We investigate (i) rates of polygyny among BaYaka hunter–gatherers; (ii) whether polygyny confers a fitness benefit to BaYaka men; (iii) in the absence of wealth inequalities, what are the alternative explanations for polygyny among the BaYaka. To understand the latter, we explore differences in phenotypic quality (height and strength), and social capital (popularity in gift games). We find polygynous men have increased reproductive fitness; and that social capital and popularity but not phenotypic quality might have been important mechanisms by which some male hunter–gatherers sustained polygynous marriages before the onset of agriculture and wealth accumulation.
Data from: Coordination strategies of chimpanzees and human children in a stag hunt game
Much of human cooperation takes place in mutualistic contexts in which the main challenge for individuals is how to coordinate decisions. In the current studies, we compared the abilities of chimpanzees and young children to coordinate with a partner in two versions of a Stag Hunt game. When risks were low (the hare was of low value) and information was cheap (the partner's behaviour was readily observable), partners of both species were able to successfully coordinate on the higher value stag more than 90% of the time. By contrast, when the risks were raised and observing the partner was more difficult, the chimpanzees became less successful, whereas the children compensated, and so remained highly successful, by communicating more often and more specifically. This pattern of results is consistent with the hypothesis that humans evolved unique skills of coordination and communication in the context of especially risky coordination problems.
Data from: Digit ratio (2D:4D) and prosocial behavior in economic games: no direct correlation with generosity, bargaining, or trust-related behaviors
Prenatal exposure to sex hormones exerts organizational effects on the brain which have observable behavioral correlates in adult life. There are reasons to expect that social behaviors—fundamental for the evolutionary success of humans—might be related to biological factors such as prenatal sex hormone exposure. Nevertheless, the existing literature is inconclusive as to whether and how prenatal exposure to testosterone and estrogen, proxied by the second-to-fourth digit ratio (2D:4D), may predict non-selfish behavior. Here, we investigate this question using economic experiments with real monetary stakes and analyze five different dimensions of social behavior in a comparatively large sample of Caucasian participants (n=560). For both males and females, our results show no robust association between right- or left-hand 2D:4D and generosity, bargaining, or trust-related behaviors. Moreover, no differences in behavior were found according to sex. We conclude that there is no direct correlation between 2D:4D and these social behaviors.
Data from: Spatial correlated games
The games are played in a two-dimensional lattice where the players interact with their neighbours. Four game-types are scrutinized by allowing the players to adopt the strategy of their best paid mate neighbour in iterated games. Particular attention is paid in the study to the effect of variable degree of correlation on Nash equilibrium strategy pairs.
Data from: Evolution of conditional cooperation in public good games
<p class="Standard">It is observed that in a repeated public good game with same individuals, free riding by a few individuals in the initial rounds triggers free riding by others in the subsequent rounds. It is presumed that individuals tend to imitate social behaviour of successful or relatively high payoff individuals, irrespective of how the payoffs were obtained. However, humans are concerned about how the payoffs were obtained, such as whether the payoffs were obtained by cheating or good behaviour. Individuals are willing to incur certain cost in order to improve group benefits and these individuals gain prestige. In human societies individuals tend to imitate social behaviour of high prestige agents. We propose that when agents are aware of other agents' payoffs scores and their prestige, perhaps agents are more likely to imitate social behaviour of high prestige and high payoff agents. We introduce, population level affinity parameters such as affinity towards payoff and affinity towards prestige of role models. We show that, for certain affinity parameters, high levels of cooperation are established in a population consisting of heterogeneous conditional co-operators, when agents imitate social behaviour of high prestige and high payoff agents. The proposed model provides insights into why value-based societies are more successful than competitive societies in establishing cooperation.</p>
Data from: Faithfulness-boost effect: loyal teammate selection correlates with skill acquisition improvement in online games
The problem of skill acquisition is ubiquitous and fundamental to life. Most tasks in modern society involve the cooperation with other subjects. Notwithstanding its fundamental importance, teammate selection is commonly overlooked when studying learning. We exploit the virtually infinite repository of human behavior available in Internet to study a relevant topic in anthropological science: how grouping strategies may affect learning. We analyze the impact of team play strategies in skill acquisition using a turn-based game where players can participate individually or in teams. We unveil a subtle but strong effect in skill acquisition based on the way teams are formed and maintained during time. "Faithfulness-boost effect" provides a skill boost during the first games that would only be acquired after thousands of games. The tendency to play games in teams is associated with a long-run skill improvement while playing loyally with the same teammate significantly accelerates short-run skill acquisition.
Data from: Aspiration-based coevolution of link weights promotes cooperation in the spatial prisoner's dilemma game
In this article, we propose an aspiration-based coevolution of link weights, and we explore how this affects the evolution of cooperation in the spatial prisoner's dilemma game. In particular, an individual will increase the weight of its link to its neighbors only if the payoff received via this interaction will exceed a pre-defined aspiration. Conversely, if the received payoff is below this aspiration, the link weight with the corresponding neighbor will be decreased. Our simulation results show that an appropriate aspiration level leads to a high-cooperation plateau, whereas a too high or a too low aspiration will impede the evolution of cooperation. We explain these findings with a comprehensive analysis of transition points and with a systematic analysis of typical configuration patterns. The presented results provide further theoretical insights with regards to the impact of different aspiration levels on cooperation in human societies.
Data from: Payoff-based learning explains the decline in cooperation in public goods games
Economic games such as the public goods game are increasingly being used to measure social behaviours in humans and non-human primates. The results of such games have been used to argue that people are pro-social, and that humans are uniquely altruistic, willingly sacrificing their own welfare in order to benefit others. However, an alternative explanation for the empirical observations is that individuals are mistaken, but learn, during the game, how to improve their personal payoff. We test between these competing hypotheses, by comparing the explanatory power of different behavioural rules, in public goods games, where individuals are given different amounts of information. We find: (i) that individual behaviour is best explained by a learning rule that is trying to maximize personal income; (ii) that conditional cooperation disappears when the consequences of cooperation are made clearer; and (iii) that social preferences, if they exist, are more anti-social than pro-social.
Data of 14 participants in the RCT titled Acute effects of virtual reality exercise bike games on psycho-physiological outcomes in college North-African adolescents with cerebral palsy
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Data from: Rational constraints and the evolution of fairness in the Ultimatum Game
Behavior in the Ultimatum Game has been well-studied experimentally, and provides a marked contrast between the theoretical model of a self-interested economic agent and that of an actual human concerned with social norms such as fairness. How did such norms evolve, when punishing unfair behavior can be costly to the punishing agent? The work described here simulated a series of Ultimatum Games, in which populations of agents earned resources based on their preferences for proposing and accepting (or rejecting) offers of various sizes. Two different systems governing the acceptance or rejection of offers were implemented. Under one system, the probability that an agent accepted an offer of a given size was independent of the probabilities of accepting the other possible offers. Under the other system, a simple, ordinal constraint was placed on the acceptance probabilities such that a given offer was at least as likely to be accepted as a smaller offer. For simulations under either system, agents' preferences and their corresponding behavior evolved over multiple generations. Populations without the ordinal constraint came to emulate maximizing economic agents, while populations with the constraint came to resemble the behavior of human players.
Data of The Effect of Game-Based Intervention on Locomotor Skills of Female Students Aged 9 To 11 Years with Flat Foot Research
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Data from: A game-theoretical model of kleptoparasitic behaviour in an urban gull (Laridae) population.
Kleptoparasitism (food stealing) is a significant behaviour for animals that forage in social groups as it permits some individuals to obtain resources whilst avoiding the costs of searching for their own food. Evolutionary game theory has been used to model kleptoparasitism, with a series of differential equation based compartmental models providing significant theoretical insights into behaviour in kleptoparasitic populations. In this paper we apply this compartmental modelling approach to kleptoparasitic behaviour in a real foraging population of urban gulls (Laridae). Field data was collected on kleptoparasitism and a model developed that incorporated the same kleptoparasitic and defensive strategies available to the study population. Two analyses were conducted: 1. An assessment of whether the density of each behaviour in the population was at an equilibrium. 2. An investigation of whether individual foragers were using Evolutionarily Stable Strategies (ESS) in the correct environmental conditions. The results showed the density of different behaviours in the population could be at an equilibrium at plausible values for handling time and fight duration. Individual foragers used aggressive kleptoparasitic strategies effectively in the correct environmental conditions but some individuals in those same conditions failed to defend food items. This was attributed to the population being composed of three species that differed in competitive ability. These competitive differences influenced the strategies that individuals were able to use. Rather than gulls making poor behavioural decisions these results suggest a more complex three-species model is required to describe the behaviour of this population.
Figure 7 from: Klein A (2016) A game for crowdsourcing the segmentation of BigBrain data. Research Ideas and Outcomes 2: e8816. https://doi.org/10.3897/rio.2.e8816
Figure 7 - Timeline. We will prepare the gold standard evaluation data (Aim 1) and develop and update the game (Aim 2) through the 18th month as we get feedback on its use. Year 2 will consist primarily of testing the aggregation of segmented data (Aim 3), exploring how well the game can generalize to segmentation of every region of the BigBrain (Exploratory Aim 1), and training and testing an automated approach that learns from the crowdsourced data (Exploratory Aim 2), as well as to publish and present our findings.
Figure 6 from: Klein A (2016) A game for crowdsourcing the segmentation of BigBrain data. Research Ideas and Outcomes 2: e8816. https://doi.org/10.3897/rio.2.e8816
Figure 6 - Example joint fusion of multiple label assignments. This macroscopic brain atlas was built from 20 individually labeled atlases, using joint fusion (Wang and Yushkevich 2013), after nonlinearly registering the 20 to a template (http://mindboggle.info/data.html).
Figure 2 from: Klein A (2016) A game for crowdsourcing the segmentation of BigBrain data. Research Ideas and Outcomes 2: e8816. https://doi.org/10.3897/rio.2.e8816
Figure 2 - Example hippocampal subfield labels. Left: Example of hippocampal subfield labeling. Right: The first work demonstrating hippocampal subfield labels in MRI space that are derived from ground-truth histological imaging (Adler et al. 2014).
Figure 5 from: Klein A (2016) A game for crowdsourcing the segmentation of BigBrain data. Research Ideas and Outcomes 2: e8816. https://doi.org/10.3897/rio.2.e8816
Figure 5 - Example boundary estimates in the BigBrain hippocampus. This figure shows example color line drawings atop a (low-resolution) image tile containing a small portion of the BigBrain's right hippocampus. The lines represent a novice's estimates of the CA1/subiculum cytoarchitectonic boundary. This boundary is extremely difficult, as it results in the greatest overall disagreement among hippocampal subfield labeling protocols (Yushkevich et al. 2015).
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Allen Brain Atlas
Allen Brain Atlas is an Allen Institute collection of brain map atlases, datasets, APIs, and analysis tools covering mouse, human, and non-human primate brain resources.
Annotated Behaviour and Observability Dataset (ABODe)
ABODe is a University of Edinburgh DataShare dataset for behavior classification in group-housed mice using home-cage video, identities, bounding boxes, ground-plate positions, and annotator labels.
DANDI Archive for NWB datasets
DANDI is a BRAIN Initiative archive for publishing and sharing neurophysiology data, including electrophysiology, optophysiology, and behavioral data packaged as NWB and related standards.
International Brain Laboratory public data
The International Brain Laboratory public data releases expose standardized mouse decision-making experiments, including Neuropixels recordings, widefield calcium imaging, behavior, and session metadata accessed through the ONE API.
OpenNeuro
OpenNeuro is a free, open platform for sharing neuroimaging datasets, with public search, dataset pages, and download paths for web, S3, DataLad, and the OpenNeuro CLI.