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9 results for “Game Theory”

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zenodo44/100

A Reputation Game Simulation: Emergent Social Phenomena from Information Theory

<p>Here, the data underlying the article &quot;A Reputation Game Simulation: Emergent Social Phenomena from Information Theory&quot; (<a href="https://doi.org/10.1002/andp.202100277">https://doi.org/10.1002/andp.202100277</a>) is&nbsp;provided.<br> <br> The data is structured&nbsp;according to the figures it has&nbsp;been used for. There are</p> <ul> <li>example simulations with basic communication strategies in the folder&nbsp;&quot;single_simulations_3_agents&quot; (Figures 4,5,8,D1)</li> <li>statistical simulations with 3 agents and special communication strategies in the folder&nbsp;&quot;statistical_simulations_3_agents&quot; (Figures 9-13, the upper panel of figure 15, figures&nbsp;16-18,&nbsp;D2 and&nbsp;the left panels of figure D3)</li> <li>statistical simulations with 4&nbsp;agents and special communication strategies in the folder&nbsp;&quot;statistical_simulations_4_agents&quot; (Figure 14, the middle panel of figure 15,&nbsp;the middle panels of figure D3 and&nbsp;the upper panels of figures D4, D5)</li> <li>statistical simulations with 5&nbsp;agents and special communication strategies in the folder&nbsp;&quot;statistical_simulations_5_agents&quot; (The lower panel of figure 15, the right panels of figure D3 and the lower panels of figures D4,D5)</li> <li>propaganda&nbsp;simulations&nbsp;in&nbsp;the&nbsp;folder&nbsp;&quot;propaganda_simulations&quot;&nbsp;(Figure&nbsp;7)</li> </ul> <p><br> Each simulation is represented by a .json file in which all events that&nbsp;happened during the simulation are collected. Generally, there are&nbsp;three types of events: communications, self-updates (information that the speaker gained about itself is processed) and updates (information that the receiver gained about the speaker and the topic is processed). Additionally, the first line specifies&nbsp;the parameters of each simulation, and the last few lines summarize the final status of the simulation. In the following all important abbreviations are explained:</p> <ul> <li>parameters <ul> <li>decpeting:&nbsp;whether&nbsp;or&nbsp;not&nbsp;agents&nbsp;in&nbsp;generally&nbsp;make&nbsp;dishonest&nbsp;statements</li> <li>listening: whether or not agents in listen to their communication partners</li> <li>disturbing: whether or not agents are&nbsp;particularly risk-taking when making dishonest statements</li> <li>x_est:&nbsp;intrinsic&nbsp;honesties&nbsp;of&nbsp;the&nbsp;agents</li> <li>RSeed:&nbsp;the&nbsp;used&nbsp;random&nbsp;seed</li> <li>NA:&nbsp;number&nbsp;of&nbsp;agents</li> <li>NR:&nbsp;number&nbsp;of&nbsp;rounds</li> </ul> </li> <li>communication <ul> <li>a:&nbsp;speaker</li> <li>b:&nbsp;receiver</li> <li>c:&nbsp;topic</li> <li>J:&nbsp;transmitted&nbsp;message&nbsp;in&nbsp;the&nbsp;form&nbsp;of</li> </ul> </li> <li>self_update <ul> <li>id:&nbsp;number&nbsp;of&nbsp;agent&nbsp;who&nbsp;is&nbsp;updating&nbsp;knowledge&nbsp;about&nbsp;itself</li> <li>Nl, Nt: number of dishonest/honest statements the agent has observed from itself so far</li> <li>I_&lt;id&gt;: knowledge that the agents has about itself after the update in the form of</li> </ul> </li> <li>update <ul> <li>id:&nbsp;number&nbsp;of&nbsp;agent&nbsp;who&nbsp;is&nbsp;updating&nbsp;its&nbsp;knowledge</li> <li>I_&lt;id1&gt;: knowledge that the updating agent&nbsp;has about agent &lt;id1&gt;&nbsp;in the form of</li> <li>Jothers_&lt;id1&gt;_&lt;id2&gt;:&nbsp;last statement that the updating agent heared&nbsp;agent &lt;id1&gt; make about agent &lt;id2&gt;</li> <li>Iothers_&lt;id1&gt;_&lt;id2&gt;: what the updating agent believes that agent &lt;id1&gt; thinks about agent &lt;id2&gt; after the update</li> <li>Cothers_&lt;id1&gt;_&lt;id2&gt;: what the updating agent believes&nbsp;after the update that agent &lt;id1&gt; wants it to think&nbsp;about agent &lt;id2&gt;</li> <li>new_friends/enemies: id of the agent, the updating agent after the update considers&nbsp;a friend/enemy</li> <li>new_K: normalized surprise the updating agent experienced in the last communication (used to calculate kappa)</li> <li>kappa: median of the last ten normalized surprises the updating agent experienced</li> </ul> </li> <li>final_status <ul> <li>id/name:&nbsp;number&nbsp;if&nbsp;the&nbsp;described&nbsp;agent</li> <li>x:&nbsp;the&nbsp;agent&#39;s&nbsp;honesty</li> <li>I:&nbsp;the&nbsp;agent&#39;s&nbsp;knowledge&nbsp;about&nbsp;all&nbsp;others</li> <li>Nc/Nt/Nl: total number of conversations/honest statements/dishonest statements the agent has made</li> <li>K:&nbsp;the&nbsp;last&nbsp;10&nbsp;normalized&nbsp;surprises&nbsp;the&nbsp;agent&nbsp;experienced</li> <li>kappa:&nbsp;the&nbsp;median&nbsp;of&nbsp;K</li> <li>friends/enemies:&nbsp;list&nbsp;of&nbsp;the&nbsp;agent&#39;s&nbsp;friends/enemies</li> <li>Jothers/Iothers/Cothers: same as above, now as full array, i.e. the combined&nbsp;information about all others</li> <li>openess/mind/decepting/strategic/egocentric/deceptive/flattering/aggressive/shameless/disturbing: the agent&#39;s character traits</li> </ul> </li> </ul>

opencc-by-4.0Nov 2022View details →
zenodo40/100

Costless renewable energy distribution model based on cooperative game theory for energy communities considering its members' active contributions

<p>This dataset was used in the case study of the following publication:</p> <p>&nbsp;- Luis Gomes, Zita Vale, "Costless renewable energy distribution model based on cooperative game theory for energy communities considering its members&rsquo; active contributions," Sustainable Cities and Society, Volume 101, 2024, 105060, ISSN 2210-6707, <a href="https://doi.org/10.1016/j.scs.2023.105060">https://doi.org/10.1016/j.scs.2023.105060</a>&nbsp;</p> <p><em>(if you used this dataset in your publications, please send us your information so we can add your publication to the list above)</em></p> <p>&nbsp;</p> <p>The dataset is composed by energy generation, consumption, and forecast (for generation, and for consumption) expressed in Wh. The data considers an energy community of 10 prosumers in 30 days.</p> <p>The dataset also has energy prices that have been collected from MIBEL (Iberian Electricity Market).</p> <p>&nbsp;</p> <p>We would be grateful if you could acknowledge the use of this dataset in your publications. Please use the Zenodo publication to cite this work.</p>

opencc-by-4.0Jan 2024View details →
zenodo36/100

Evaluation of restoration on post–mining areas using a game theory - data

<p>Supplementary data to the article - numerical values from graphs (Fig 1-2, 5-12) + input data for calculations.&nbsp;The resulting NE probability values can be verified at equsis.com (outside of Fig 8, the limit is 32 cases).</p>

opencc-by-4.0Aug 2021View details →
ClinicalTrials.gov36/100

Testing the Effectiveness of Night Shift, a Theory-based Customized Video Game

ClinicalTrials.gov study NCT06063434. IPD Sharing: YES. Countries: 1. Publications: 2.

controlledIPD-YESFeb 2026View details →
zenodo32/100

Strategic Game Theory Analysis of Digitalization in Raw Materials Manufacturing: A Case Study of China and Implications for Public Policy

Open the record for dataset details and reuse information.

opencc-by-4.0Apr 2024View details →
dryad32/100

Analyzing evolutionary game theory in epidemic management: A study on social distancing and mask-wearing strategies

<p>When combating a respiratory disease outbreak, the effectiveness of protective measures hinges on spontaneous shifts in human behavior driven by risk perception and careful cost-benefit analysis. In this study, a novel concept has been introduced, integrating social distancing and mask-wearing strategies into a unified framework that combines evolutionary game theory with an extended classical epidemic model. To yield deeper insights into human decision-making during COVID-19, we integrate both the prevalent dilemma faced at the epidemic's onset regarding mask-wearing and social distancing practices, along with a comprehensive cost-benefit analysis. We explore the often-overlooked aspect of effective mask adoption among undetected infectious individuals to evaluate the significance of source control. Both undetected and detected infectious individuals can significantly reduce the risk of infection for non-masked individuals by wearing effective facemasks. When the economic burden of mask usage becomes unsustainable in the community, promoting affordable and safe social distancing becomes vital in slowing the epidemic's progress, allowing crucial time for public health preparedness. In contrast, as the indirect expenses associated with safe social distancing escalate, affordable and effective facemask usage could be a feasible option. In our analysis, it was observed that during periods of heightened infection risk, there is a noticeable surge in public interest and dedication to complying with social distancing measures. However, its impact diminishes beyond a certain disease transmission threshold, as this strategy cannot completely eliminate the disease burden in the community. Maximum public compliance with social distancing and mask-wearing strategies can be achieved when they are affordable for the community. While implementing both strategies together could ultimately reduce the epidemic's effective reproduction number (Re) to below one, countries still have the flexibility to prioritize either of them, easing strictness on the other based on their socio-economic conditions.</p>

opencc-zeroMay 2024View details →
dryad32/100

Analyzing evolutionary game theory in epidemic management: A study on social distancing and mask-wearing strategies

Open the record for dataset details and reuse information.

publicMay 2024View details →
ClinicalTrials.gov24/100

Effects of a Culturally-sensitive Theory-driven Advance Care Planning (ACP) Game Among Chinese Older Adults

ClinicalTrials.gov study NCT04203407. IPD Sharing: NO. Countries: 1. Publications: 0.

closedIPD-NOFeb 2026View details →
dryad20/100

Evolutionary Game Theory: Simulations

Open the record for dataset details and reuse information.

publicNov 2015View details →

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