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2022-03-08
摘要翻译:
当我们枚举数到某一特定值时,或者即使我们不具体说明这个数,我们也同时知道还有更多的数可以通过同样的枚举来达到,但实际上我们也在没有实际枚举的情况下把它们组合起来。本文利用Vop\v{e}nka(1979)(另类集合论)描述这种结构的集合理论框架,试图揭示人类和社会现象中的一个类似理论,并以Rubinstein(1989)提出的电子邮件游戏中的一个公共知识问题为例,说明一个事件是通过“认知跳跃”而达到公共知识的。
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英文标题:
《An Alternative Set Model of Cognitive Jump》
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作者:
Kiri Sakahara, Takashi Sato
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最新提交年份:
2019
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分类信息:

一级分类:Computer Science        计算机科学
二级分类:Computer Science and Game Theory        计算机科学与博弈论
分类描述:Covers all theoretical and applied aspects at the intersection of computer science and game theory, including work in mechanism design, learning in games (which may overlap with Learning), foundations of agent modeling in games (which may overlap with Multiagent systems), coordination, specification and formal methods for non-cooperative computational environments. The area also deals with applications of game theory to areas such as electronic commerce.
涵盖计算机科学和博弈论交叉的所有理论和应用方面,包括机制设计的工作,游戏中的学习(可能与学习重叠),游戏中的agent建模的基础(可能与多agent系统重叠),非合作计算环境的协调、规范和形式化方法。该领域还涉及博弈论在电子商务等领域的应用。
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一级分类:Economics        经济学
二级分类:Theoretical Economics        理论经济学
分类描述:Includes theoretical contributions to Contract Theory, Decision Theory, Game Theory, General Equilibrium, Growth, Learning and Evolution, Macroeconomics, Market and Mechanism Design, and Social Choice.
包括对契约理论、决策理论、博弈论、一般均衡、增长、学习与进化、宏观经济学、市场与机制设计、社会选择的理论贡献。
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英文摘要:
  When we enumerate numbers up to some specific value, or, even if we do not specify the number, we know at the same time that there are much greater numbers which should be reachable by the same enumeration, but indeed we also congnize them without practical enumeration. Namely, if we deem enumeration to be a way of reaching a number without any "jump", there is a "jump'' in our way of cognition of such greater numbers. In this article, making use of a set theoretical framework by Vop\v{e}nka (1979) (alternative set theory) which describes such structure, we attempt to shed light on an analogous sturucture in human and social phenomenon. As an example, we examine a problem of common knowledge in electronic mail game presented by Rubinstein (1989). We show an event comes to common knowledge by a "cognitive jump".
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PDF链接:
https://arxiv.org/pdf/1904.00613
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