Authors:
Mamoru Kaneko
1
;
Jeffrey J. Kline
2
;
Eizo Akiyama
1
and
Ryuichiro Ishikawa
1
Affiliations:
1
University of Tsukuba, Japan
;
2
University of Queensland, Australia
Keyword(s):
Inductive Game Theory, Social Simulation, Learning, Short-term Memory, Long-term Memory, Preferences.
Related
Ontology
Subjects/Areas/Topics:
Agent Based Modeling and Simulation
;
Complex Systems Modeling and Simulation
;
Conceptual Modeling
;
Formal Methods
;
Sensor Networks
;
Serious Games
;
Simulation and Modeling
;
Simulation Tools and Platforms
;
Social Systems Simulation
;
Software and Architectures
Abstract:
This paper undertakes a simulation study of a player’s learning about the structure of a game situation. In a simple 1-person example called Mike’s Bike Commuting, we simulate the process in which Mike experiences and accumulates memories about the structure of Mike’s town. It is the basic requirement that to keep an experience as a long-term memory, Mike needs enough repetitions of that experience. By the choice of our simple and casual example, we can discuss relevant time spans for learning. The limit case of Mike’s learning as time tends to infinity is of little relevance to the problem of learning. We find that the concept of “marking” introduced by Kaneko-Kline is important for obtaining sufficient structural knowledge in a reasonable time span. Our study shows that Mike’s learning can change drastically with the concept. We also consider Mike’s learning about his preferences from his experiences, where we meet various new conceptual problems.