A virtual plague is a process in which a behavior-affecting property spreads among characters in a Massively Multiplayer Online Game (MMOG). The MMOG individuals constitute a synt...
We introduce a game setting called a joint process, where the history of actions determine the state, and the state and agent properties determine the payoff. This setting is a sp...
The modeling of Internet quality of service (QoS) provisioning is a multidisciplinary research subject. From the viewpoint of game theory, we propose a model that combines QoS inde...
Building credible Non-Playing Characters (NPCs) in games requires not only to enhance the graphic animation but also the behavioral model. This paper tackles the problem of the dy...
We give derivations of two formal models of Gricean Quantity1 implicature and strong exhaustivity (Van Rooij and Schulz, 2004; Schulz and Van Rooij, 2006), in bidirectional optima...