237 research outputs found
Research by Accident
This paper deals with a key aspect of (uncertainty in) knowledge generation: unanticipated discoveries. The first part of the paper provides an illustration of what the author terms "research by accident", defined as a central cognitive device to generate unanticipated knowledge: in R&D for a new technological alternative as substitute to an old technology, scientists and engineers are inclined to narrow their vision, being preoccupied with simply accomplishing, with the new technology, what the old technology did. As very well documented in the case of nuclear weapons, such a cognitive bias leads to a sequence of unanticipated discoveries -- a process of research by accident which will subsequently reveal properties and characteristics of the technology which were not expected initially. One lesson of this paper is the importance of basic research as a source of information that one did not know was needed when it was first decided to deploy a new technology. The challenge is to improve ways of accessing existing knowledge at any one time so as to reduce the probability of surprise.
The second part of the paper deals with situations where the scarce resource is no longer information but attention. As illustrated with the example of energy studies of the 1970s, the problem at hand deals with the efficiency of information distribution rather than generation. As pointed out by the author, it is necessary to make a difference between scientific information that exists somewhere and scientific information that is known in the right context and to the right people (the persons with the capacity to take action or to resist action) at the right time
Power Dependence and Power Paradoxes in Bargaining
[Excerpt] What this article (and our larger program of work) is designed to demonstrate is that these very simple ideas represent a particularly suitable starting point for understanding the power struggle between parties who regularly engage in negotiation. Specifically, in this article we show that the approach contains certain paradoxes regarding the acquisition and use of power in an ongoing bargaining relationship. The dependence framework treats the ongoing relationship as a power struggle in which each party tries to maneuver itself into a favorable power position
Entanglement between Demand and Supply in Markets with Bandwagon Goods
Whenever customers' choices (e.g. to buy or not a given good) depend on
others choices (cases coined 'positive externalities' or 'bandwagon effect' in
the economic literature), the demand may be multiply valued: for a same posted
price, there is either a small number of buyers, or a large one -- in which
case one says that the customers coordinate. This leads to a dilemma for the
seller: should he sell at a high price, targeting a small number of buyers, or
at low price targeting a large number of buyers? In this paper we show that the
interaction between demand and supply is even more complex than expected,
leading to what we call the curse of coordination: the pricing strategy for the
seller which aimed at maximizing his profit corresponds to posting a price
which, not only assumes that the customers will coordinate, but also lies very
near the critical price value at which such high demand no more exists. This is
obtained by the detailed mathematical analysis of a particular model formally
related to the Random Field Ising Model and to a model introduced in social
sciences by T C Schelling in the 70's.Comment: Updated version, accepted for publication, Journal of Statistical
Physics, online Dec 201
Game Theoretical Interactions of Moving Agents
Game theory has been one of the most successful quantitative concepts to
describe social interactions, their strategical aspects, and outcomes. Among
the payoff matrix quantifying the result of a social interaction, the
interaction conditions have been varied, such as the number of repeated
interactions, the number of interaction partners, the possibility to punish
defective behavior etc. While an extension to spatial interactions has been
considered early on such as in the "game of life", recent studies have focussed
on effects of the structure of social interaction networks.
However, the possibility of individuals to move and, thereby, evade areas
with a high level of defection, and to seek areas with a high level of
cooperation, has not been fully explored so far. This contribution presents a
model combining game theoretical interactions with success-driven motion in
space, and studies the consequences that this may have for the degree of
cooperation and the spatio-temporal dynamics in the population. It is
demonstrated that the combination of game theoretical interactions with motion
gives rise to many self-organized behavioral patterns on an aggregate level,
which can explain a variety of empirically observed social behaviors
On the Potts model partition function in an external field
We study the partition function of Potts model in an external (magnetic)
field, and its connections with the zero-field Potts model partition function.
Using a deletion-contraction formulation for the partition function Z for this
model, we show that it can be expanded in terms of the zero-field partition
function. We also show that Z can be written as a sum over the spanning trees,
and the spanning forests, of a graph G. Our results extend to Z the well-known
spanning tree expansion for the zero-field partition function that arises
though its connections with the Tutte polynomial
More calculations about deterrence
Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/68274/2/10.1177_002200276500900104.pd
A Biased Review of Sociophysics
Various aspects of recent sociophysics research are shortly reviewed:
Schelling model as an example for lack of interdisciplinary cooperation,
opinion dynamics, combat, and citation statistics as an example for strong
interdisciplinarity.Comment: 16 pages for J. Stat. Phys. including 2 figures and numerous
reference
An Experimental Investigation of Colonel Blotto Games
"This article examines behavior in the two-player, constant-sum Colonel Blotto game with asymmetric resources in which players maximize the expected number of battlefields won. The experimental results support all major theoretical predictions. In the auction treatment, where winning a battlefield is deterministic, disadvantaged players use a 'guerilla warfare' strategy which stochastically allocates zero resources to a subset of battlefields. Advantaged players employ a 'stochastic complete coverage' strategy, allocating random, but positive, resource levels across the battlefields. In the lottery treatment, where winning a battlefield is probabilistic, both players divide their resources equally across all battlefields." (author's abstract)"Dieser Artikel untersucht das Verhalten von Individuen in einem 'constant-sum Colonel Blotto'-Spiel zwischen zwei Spielern, bei dem die Spieler mit unterschiedlichen Ressourcen ausgestattet sind und die erwartete Anzahl gewonnener Schlachtfelder maximieren. Die experimentellen Ergebnisse bestätigen alle wichtigen theoretischen Vorhersagen. Im Durchgang, in dem wie in einer Auktion der Sieg in einem Schlachtfeld deterministisch ist, wenden die Spieler, die sich im Nachteil befinden, eine 'Guerillataktik' an, und verteilen ihre Ressourcen stochastisch auf eine Teilmenge der Schlachtfelder. Spieler mit einem Vorteil verwenden eine Strategie der 'stochastischen vollständigen Abdeckung', indem sie zufällig eine positive Ressourcenmenge auf allen Schlachtfeldern positionieren. Im Durchgang, in dem sich der Gewinn eines Schlachtfeldes probabilistisch wie in einer Lotterie bestimmt, teilen beide Spieler ihre Ressourcen gleichmäßig auf alle Schlachtfelder auf." (Autorenreferat
Crowd computing as a cooperation problem: an evolutionary approach
Cooperation is one of the socio-economic issues that has received more attention from the physics community. The problem has been mostly considered by studying games such as the Prisoner's Dilemma or the Public Goods Game. Here, we take a step forward by studying cooperation in the context of crowd computing. We introduce a model loosely based on Principal-agent theory in which people (workers) contribute to the solution of a distributed problem by computing answers and reporting to the problem proposer (master). To go beyond classical approaches involving the concept of Nash equilibrium, we work on an evolutionary framework in which both the master and the workers update their behavior through reinforcement learning. Using a Markov chain approach, we show theoretically that under certain----not very restrictive-conditions, the master can ensure the reliability of the answer resulting of the process. Then, we study the model by numerical simulations, finding that convergence, meaning that the system reaches a point in which it always produces reliable answers, may in general be much faster than the upper bounds given by the theoretical calculation. We also discuss the effects of the master's level of tolerance to defectors, about which the theory does not provide information. The discussion shows that the system works even with very large tolerances. We conclude with a discussion of our results and possible directions to carry this research further.This work is supported by the Cyprus Research Promotion Foundation grant TE/HPO/0609(BE)/05, the National Science Foundation (CCF-0937829, CCF-1114930), Comunidad de Madrid grant S2009TIC-1692 and MODELICO-CM, Spanish MOSAICO, PRODIEVO and RESINEE grants and MICINN grant TEC2011-29688-C02-01, and National Natural Science Foundation of China grant 61020106002.Publicad
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