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In game theory, cheap talk is communication between players that does not directly affect the payoffs of the game. Providing and receiving information is free. This is in contrast to signalling, in which sending certain messages may be costly for the sender depending on the state of the world.
Fallout 4 is a 2015 action role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the fourth main game in the Fallout series and was released worldwide on November 10, 2015, for Microsoft Windows , PlayStation 4 , and Xbox One .
Given a preference ν on the outcome space, an outcome a is a condorcet winner if all non-dummy players prefer a to all other outcomes. Decidability In relation to game theory, refers to the question of the existence of an algorithm that can and will return an answer as to whether a game can be solved or not. [1] Determinacy
Mean field game theory is the study of strategic decision making in very large populations of small interacting agents. This class of problems was considered in the economics literature by Boyan Jovanovic and Robert W. Rosenthal, in the engineering literature by Peter E. Caines, and by mathematicians Pierre-Louis Lions and Jean-Michel Lasry.
A dialogue tree, or conversation tree, is a gameplay mechanic that is used throughout many adventure games [1] (including action-adventure games [2]) and role-playing video games. [3] When interacting with a non-player character , the player is given a choice of what to say and makes subsequent choices until the conversation ends. [ 3 ]
The Radiant AI system deals with NPC interactions and behavior. It allows non-player characters to dynamically react to and interact with the world around them. [3] General goals, such as "Eat in this location at 2pm" are given to NPCs, and NPCs are left to determine how to achieve them. [4]
Ludonarrative dissonance is the conflict between a video game's narrative told through the non-interactive elements and the narrative told through the gameplay. [1] [2] [3] Ludonarrative (from ludus, "game", and narrative) refers to the intersection of a video game's ludic elements and narrative elements. [1]
For example, in Cult of the Lamb, one half of the game is a roguelike hack-n-slash system which the player can use to gather resources, which are then used in the game's other half, a settlement management simulation. By advancing the settlement, the player can unlock more powerful weapons and abilities in the hack-and-slash and reach more ...