Subjective Expected Relative Similarity
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Subjective Expected Relative Similarity
Subjective expected relative similarity (SERS) is a normative and descriptive theory that predicts and explains cooperation levels in a family of games termed ''Similarity Sensitive Games (SSG)'', among them the well-known Prisoner's Dilemma game (PD).Fischer, I. (2012). Similarity or reciprocity? On the determinants of cooperation in similarity-sensitive games. Psychological Inquiry, 23(1), 48-54. SERS was originally developed in order to (i) provide a new rational solution to the PD game and (ii) to predict human behavior in single-step PD games. It was further developed to account for: (i) repeated PD games, (ii) evolutionary perspectives and, as mentioned above, (iii) the SSG subgroup of 2×2 games. SERS predicts that individuals cooperate whenever their subjectively perceived similarity with their opponent exceeds a situational index derived from the game's payoffs, termed the similarity threshold of the game. SERS proposes a solution to the rational paradox associated with the ...
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Prisoner's Dilemma
The prisoner's dilemma is a game theory thought experiment involving two rational agents, each of whom can either cooperate for mutual benefit or betray their partner ("defect") for individual gain. The dilemma arises from the fact that while defecting is rational for each agent, cooperation yields a higher payoff for each. The puzzle was designed by Merrill Flood and Melvin Dresher in 1950 during their work at the RAND Corporation. They invited economist Armen Alchian and mathematician John Williams to play a hundred rounds of the game, observing that Alchian and Williams often chose to cooperate. When asked about the results, John_Forbes_Nash_Jr., John Nash remarked that rational behavior in the Prisoner's dilemma#The_iterated_prisoner's_dilemma, iterated version of the game can differ from that in a single-round version. This insight anticipated a Folk_theorem_(game_theory), key result in game theory: cooperation can emerge in repeated interactions, even in situations where it i ...
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Ilan Fischer
Ilan may refer to: Organization *ILAN, Israeli umbrella organization for the treatment of disabled children Given name *Ilan (name), a Hebrew/Israeli name *Ilan Bakhar, a retired Israeli footballer *Ilan Araújo Dall'Igna, a Brazilian footballer *Ilan Gilon, an Israeli politician *Ilan Halevi, a Jewish-Palestinian journalist and politician *Ilan Pappé, an Israeli historian and socialist *Ilan Ramon, an Israeli fighter pilot in the Israeli Air Force and first Israeli astronaut *Ilan Shalgi, an Israeli lawyer *Ilan Volkov, an Israeli orchestral conductor Surname *Meir Bar-Ilan, Orthodox rabbi and leader of Religious Zionism *Menachem Ilan (born 1960), Israeli Olympic sport shooter *Uri Ilan, Israeli soldier who committed suicide in a Syrian prison Places *Bar-Ilan University, a university in Ramat Gan, Israel *Neve Ilan, a moshav shitufi in central Israel, west of Jerusalem *Ilan (county) (Yilan), a county in Taiwan *Ilan (city) (Yilan), capital of the county of Ilan (Yilan) in Ta ...
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University Of Haifa
The University of Haifa (, ) is a public research university located on Mount Carmel in Haifa, Israel. Founded in 1963 as a branch of the Hebrew University of Jerusalem, the University of Haifa received full academic accreditation as an independent university in 1972, becoming Israel's sixth academic institution and the fourth university. The university has the largest university library in Israel. As of 2019, approximately 18,000 students were enrolled at the University of Haifa. Among Israeli higher education institutions the University of Haifa has the largest percentage (41%) of Arab-Israeli students. Overview The University of Haifa was founded in 1963 by Haifa mayor Abba Hushi, to operate under the academic auspices of the Hebrew University of Jerusalem. Haifa University is located on Mount Carmel. In 1972, the University of Haifa declared its independence and became the sixth academic institution in Israel and the fourth university. About 18,100 undergraduate a ...
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Dominant Strategy
In game theory, a strategy ''A'' dominates another strategy ''B'' if ''A'' will always produce a better result than ''B'', regardless of how any other player plays. Some very simple games (called straightforward games) can be solved using dominance. Terminology A player can compare two strategies, A and B, to determine which one is better. The result of the comparison is one of: * B strictly dominates (>) A: choosing B always gives a better outcome than choosing A, no matter what the other players do. * B weakly dominates (≥) A: choosing B always gives at least as good an outcome as choosing A, no matter what the other players do, and there is at least one set of opponents' actions for which B gives a better outcome than A. (Notice that if B strictly dominates A, then B weakly dominates A. Therefore, we can say "B dominates A" to mean "B weakly dominates A".) * B is weakly dominated by A: there is at least one set of opponents' actions for which B gives a worse outcome than A, ...
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Nash Equilibrium
In game theory, the Nash equilibrium is the most commonly used solution concept for non-cooperative games. A Nash equilibrium is a situation where no player could gain by changing their own strategy (holding all other players' strategies fixed). The idea of Nash equilibrium dates back to the time of Cournot, who in 1838 applied it to his model of competition in an oligopoly. If each player has chosen a strategy an action plan based on what has happened so far in the game and no one can increase one's own expected payoff by changing one's strategy while the other players keep theirs unchanged, then the current set of strategy choices constitutes a Nash equilibrium. If two players Alice and Bob choose strategies A and B, (A, B) is a Nash equilibrium if Alice has no other strategy available that does better than A at maximizing her payoff in response to Bob choosing B, and Bob has no other strategy available that does better than B at maximizing his payoff in response to Alice c ...
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Expected Value
In probability theory, the expected value (also called expectation, expectancy, expectation operator, mathematical expectation, mean, expectation value, or first Moment (mathematics), moment) is a generalization of the weighted average. Informally, the expected value is the arithmetic mean, mean of the possible values a random variable can take, weighted by the probability of those outcomes. Since it is obtained through arithmetic, the expected value sometimes may not even be included in the sample data set; it is not the value you would expect to get in reality. The expected value of a random variable with a finite number of outcomes is a weighted average of all possible outcomes. In the case of a continuum of possible outcomes, the expectation is defined by Integral, integration. In the axiomatic foundation for probability provided by measure theory, the expectation is given by Lebesgue integration. The expected value of a random variable is often denoted by , , or , with a ...
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Decision Rule
In decision theory, a decision rule is a function which maps an observation to an appropriate action. Decision rules play an important role in the theory of statistics and economics, and are closely related to the concept of a strategy in game theory. In order to evaluate the usefulness of a decision rule, it is necessary to have a loss function detailing the outcome of each action under different states. Formal definition Given an observable random variable ''X'' over the probability space \scriptstyle (\mathcal,\Sigma, P_\theta), determined by a parameter ''θ'' ∈ ''Θ'', and a set ''A'' of possible actions, a (deterministic) decision rule is a function ''δ'' : \scriptstyle\mathcal→ ''A''. Examples of decision rules * An estimator is a decision rule used for estimating a parameter. In this case the set of actions is the parameter space, and a loss function details the cost of the discrepancy between the true value of the parameter and the e ...
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SERS
Sers may refer to: * Sers, Armenia * Sers, Charente, France * Sers, Hautes-Pyrénées, France * Sers, Tunisia SERS may refer to: * Surface enhanced Raman spectroscopy Surface-enhanced Raman spectroscopy or surface-enhanced Raman scattering (SERS) is a surface-sensitive technique that enhances Raman scattering by molecules adsorbed on rough metal surfaces or by nanostructures such as plasmonic-magnetic sili ... (SERS) * Selective En bloc Redevelopment Scheme, a housing strategy in Singapore * Pennsylvania State Employees' Retirement System (SERS), a public pension system {{disambig, geo ...
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Max Planck Institute For Research On Collective Goods
The Max Planck Institute for Research on Collective Goods ( German: ''Max-Planck-Institut zur Erforschung von Gemeinschaftsgütern'') is located in Bonn, Germany Germany, officially the Federal Republic of Germany, is a country in Central Europe. It lies between the Baltic Sea and the North Sea to the north and the Alps to the south. Its sixteen States of Germany, constituent states have a total popu .... It is one of 80 institutes in the Max Planck Society. The institute focuses its study on law, economics and politics of collective goods. History The institute was founded 1997 as temporary project called "Common Goods: Law, Politics and Economics" and transformed into a permanent institute in 2003. Management As of 2010, its two directors are economist Martin Hellwig and law scholar Christoph Engel. Meanwhile, the following represent the institute's current academic advisory board. Academic Advisory Board * Prof. Philippe Aghion * Prof. Dr. Susanne Baer, LL.M. * Pr ...
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Mimicry And Relative Similarity Theory
In evolutionary biology, mimicry is an evolved resemblance between an organism and another object, often an organism of another species. Mimicry may evolve between different species, or between individuals of the same species. In the simplest case, as in Batesian mimicry, a mimic resembles a model, so as to deceive a dupe, all three being of different species. A Batesian mimic, such as a hoverfly, is harmless, while its model, such as a wasp, is harmful, and is avoided by the dupe, such as an insect-eating bird. Birds hunt by sight, so the mimicry in that case is visual, but in other cases mimicry may make use of any of the senses. Most types of mimicry, including Batesian, are deceptive, as the mimics are not harmful, but Müllerian mimicry, where different harmful species resemble each other, is honest, as when species of wasps and of bees all have genuinely aposematic warning coloration. More complex types may be bipolar, involving only two species, such as when the model a ...
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Game Theory
Game theory is the study of mathematical models of strategic interactions. It has applications in many fields of social science, and is used extensively in economics, logic, systems science and computer science. Initially, game theory addressed two-person zero-sum games, in which a participant's gains or losses are exactly balanced by the losses and gains of the other participant. In the 1950s, it was extended to the study of non zero-sum games, and was eventually applied to a wide range of Human behavior, behavioral relations. It is now an umbrella term for the science of rational Decision-making, decision making in humans, animals, and computers. Modern game theory began with the idea of mixed-strategy equilibria in two-person zero-sum games and its proof by John von Neumann. Von Neumann's original proof used the Brouwer fixed-point theorem on continuous mappings into compact convex sets, which became a standard method in game theory and mathematical economics. His paper was f ...
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