RE: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-27 Thread Alexander Smith
comex wrote:
 On Wed, Nov 26, 2008 at 11:31 AM, Elliott Hird
 [EMAIL PROTECTED] wrote:
  On 26 Nov 2008, at 16:30, Roger Hicks wrote:
  I can in my preferred language of choice.
  VB.Net, right? Does everywhere include non-Windows systems?
 mono
I know a large number of people who refuse to run Mono for
philosophical reasons (although I'm not one of them). More
to the point, there's no version of it available for Mac
OS X, as far as I know.
-- 
ais523
winmail.dat

Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-27 Thread Elliott Hird

On 27 Nov 2008, at 19:02, Alexander Smith wrote:


I know a large number of people who refuse to run Mono for
philosophical reasons (although I'm not one of them). More
to the point, there's no version of it available for Mac
OS X, as far as I know.


there is. However, I support Wooble's idea to write programs
in Cocoa for this because gnustep might run them.


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread Kerim Aydin

On Tue, 25 Nov 2008, Charles Reiss wrote:
 On Tue, Nov 25, 2008 at 22:44, Roger Hicks [EMAIL PROTECTED] wrote:
 On Tue, Nov 25, 2008 at 23:32, Charles Reiss [EMAIL PROTECTED] wrote:
 That's what I'd expect in this form given that expecting people to
 know how to program usually isn't considered unreasonable. But, of
 course, there are practical problems with doing any-language-you-want
 (do you have a Hypertalk interpreter? Z80 assembly? VisualWorks?), so
 things probably need to be more restricted in practice. Probably the
 closest canonical example of a contest is the (much less theoretically
 interesting) http://www.cs.ualberta.ca/~darse/rsbpc.html .

 Why not have the competing programs communicate via an HTTP post?

 Cons: Making sure all programs are available at the same time. People
 going against the spirit of the game could use manual intervention to
 change strategy (timeouts can disincentivize this). Harder to run a
 whole lot of rounds (which would give a clearer idea of winner).

I think these are big enough cons, you really want round-robin multiple 
rounds.  I don't think you have to worry too much about assembly, etc.,
you're probably offering enough diversity if you offer a small range of
standard programming languages.  It might be better to just get this
off the ground by adding languages by request where possible, you
shouldn't end up with too many?

-Goethe





Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread Jamie Dallaire
On Wed, Nov 26, 2008 at 4:25 AM, Kerim Aydin [EMAIL PROTECTED] wrote:


 I think these are big enough cons, you really want round-robin multiple
 rounds.  I don't think you have to worry too much about assembly, etc.,
 you're probably offering enough diversity if you offer a small range of
 standard programming languages.  It might be better to just get this
 off the ground by adding languages by request where possible, you
 shouldn't end up with too many?


I think that works, thanks! I'll look into establishing a general framework
in the next few days, though converting that into a workable program will
have to wait a bit.

So, I was wrong in my assumption, then, that you could compile a program
written in essentially any language into some sort of executable file that
could be run anywhere?

BP


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread Roger Hicks
On Wed, Nov 26, 2008 at 09:26, Jamie Dallaire [EMAIL PROTECTED] wrote:
 So, I was wrong in my assumption, then, that you could compile a program
 written in essentially any language into some sort of executable file that
 could be run anywhere?

I can in my preferred language of choice.

BobTHJ


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread Elliott Hird

On 26 Nov 2008, at 16:26, Jamie Dallaire wrote:

So, I was wrong in my assumption, then, that you could compile a  
program written in essentially any language into some sort of  
executable file that could be run anywhere?


llvm, java, etc...

Pick yer poison.

Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread Elliott Hird

On 26 Nov 2008, at 16:30, Roger Hicks wrote:


I can in my preferred language of choice.


VB.Net, right? Does everywhere include non-Windows systems?


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread Jamie Dallaire
On Wed, Nov 26, 2008 at 11:31 AM, Elliott Hird 
[EMAIL PROTECTED] wrote:

 On 26 Nov 2008, at 16:30, Roger Hicks wrote:

  I can in my preferred language of choice.


 VB.Net, right? Does everywhere include non-Windows systems?


Heh it definitely should. I'm on linux here and just can't imagine that all
these nomic players are running xp/vista...


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread comex
On Wed, Nov 26, 2008 at 11:31 AM, Elliott Hird
[EMAIL PROTECTED] wrote:
 On 26 Nov 2008, at 16:30, Roger Hicks wrote:
 I can in my preferred language of choice.
 VB.Net, right? Does everywhere include non-Windows systems?

mono


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread Elliott Hird

On 26 Nov 2008, at 17:05, Roger Hicks wrote:


I believe that Mono is the .NET library ported to unix based systems.
I could be wrong however.


Yes, but you can't use a Windows binary. And revealing source would  
damage

the contest, if I understand it.


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread Geoffrey Spear
On Wed, Nov 26, 2008 at 12:15 PM, Elliott Hird
[EMAIL PROTECTED] wrote:
 Yes, but you can't use a Windows binary. And revealing source would damage
 the contest, if I understand it.

Presumably everyone using a scripting language would reveal the source
to the contestmaster anyway.


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread Kerim Aydin

On Wed, 26 Nov 2008, Elliott Hird wrote:
 On 26 Nov 2008, at 16:26, Jamie Dallaire wrote:

 So, I was wrong in my assumption, then, that you could compile a program 
 written in essentially any language into some sort of executable file that 
 could be run anywhere?

 llvm, java, etc...

 Pick yer poison.

Not sure all languages are portable on executable level.  My preferred
would be ANSI-standard C, portable on source-level to any machine with
gcc.  If there's some gcc-compatible tools to make actual executables,
say, that transfer between linux and windows, I've not researched them- 
any (free) ideas?  With executable transfer I've even had problems 
between gcc compiles on two windows machines due to cygwin library 
version issues--- I always just compile from source on each machine.

-Goethe





Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread Roger Hicks
On Wed, Nov 26, 2008 at 10:15, Elliott Hird
[EMAIL PROTECTED] wrote:
 On 26 Nov 2008, at 17:05, Roger Hicks wrote:

 I believe that Mono is the .NET library ported to unix based systems.
 I could be wrong however.

 Yes, but you can't use a Windows binary. And revealing source would damage
 the contest, if I understand it.


Speaking with no first-hand experience:

.NET code is compiled into bytecode and run on a virtual machine
(similar to Java), so I suspect you could in fact run a .NET
executable on a linux machine.

BobTHJ


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread Charles Reiss
On Wed, Nov 26, 2008 at 09:15, Elliott Hird
[EMAIL PROTECTED] wrote:
 On 26 Nov 2008, at 17:05, Roger Hicks wrote:

 I believe that Mono is the .NET library ported to unix based systems.
 I could be wrong however.

 Yes, but you can't use a Windows binary. And revealing source would damage
 the contest, if I understand it.

I would prefer the source be available for a post-mortem. For source
submissions, probably the best scheme would be for people to send the
source to a discreet contestmaster. (One could avoid that, of course,
by posting something like a hash of one's source in round 1, then
posting the source in round 2, but it would probably be good to allow
people to bug-fix their source, etc. if problems arise without it
being suspicious.) And, well, revealing binaries in advance might
damage the contest about as much if poeple decide to use them.

-woggle


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread Kerim Aydin

While we're debating executables for this, I thought I'd raise another
issue: scoring.

One of the features of cooperation experiments is that, rationally, 
how well your opponent does shouldn't affect you.  For example, if your 
opponent offers you $1 and keeps $19, the point of the game is that 
rationally you should be happy because $1 is better than none, and 
the $19 doesn't matter because in game terms, the total # of dollars 
in the whole game (real life) is such that your opponent's total 
only very, very distantly hurts the value of yours.

The interesting part of the psychology comes in because people are
willing punish the greedy $19-receivers at a cost to themselves, 
showing that they are evolved to play the larger societal game of
punishing unfairness before they maximize their dollar.

For our purposes, that means there's the danger that traditional 
scoring that would turn this experiment into a different kind 
of game, more cutthroat and zero-sum, especially if each round is 
scored based on differences.  Example, take outcomes for three 
players, Greedy, Friendly, and Dupe:

Results:
Greedy vs. Dupe :  11 (Greedy), 1 (Dupe)  Diff:  +10 Greedy
Friendly vs. Dupe   : 100 (Friendly), 98 (Dupe)   Diff:  +2  Friendly
Greedy vs. Friendly :  50 (Greedy), 50 (Friendly) Diff:  0

Ranked by per-game win average (suggested in contest proto I think):
Greedy5 
Friendly  1
Dupe -4

Ranked by total:
Friendly  150
Dupe   99
Greedy 61

So the first method awards cutthroat play rather than cooperation (keep 
totals down as long as per-game difference is high) while second awards 
cooperation, where Dupe, who didn't win any game directly, does 
better than Greedy.  Of course since the game domain ultimately is small, 
even the cooperative players have to assume some level of zero-sum-ness: 
in the second method, the best play is probably cooperate until the 
'last minute' then do a quick betrayal for the game-winning point.  
(This latter strategy can be defused somewhat by making the # of rounds 
in one match random within a range so that there's no certain last round).

[Side note: we actually experimented in this in a contest I ran a few 
years ago for players directly: a common pool resource game where you 
tried to harvest fish---maximize your own catch against others while 
leaving enough to grow into the next round.  Quickly learned that 
uncertainty about when the last round was is v. important.
Incidentally, at the time I was wondering if people would form private 
contracts to protect the resource: they didn't in part because contract 
law was much less developed, maybe a partner of AAA should extend into 
fishing?]

Just something to think about as it's very relevant to think about
ahead of time, as it affects the types of strategies that end up being
the best.  Thoughts?

-Goethe
 




Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread comex
On Wed, Nov 26, 2008 at 12:42 PM, Charles Reiss [EMAIL PROTECTED] wrote:
 I would prefer the source be available for a post-mortem. For source
 submissions, probably the best scheme would be for people to send the
 source to a discreet contestmaster.

Concur.  A dishonest contestmaster could just announce that his
favorite program won.  No reason not to give an honest one the source,
and binaries can be disassembled anyway.


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread Kerim Aydin

On Wed, 26 Nov 2008, comex wrote:
 On Wed, Nov 26, 2008 at 12:42 PM, Charles Reiss [EMAIL PROTECTED] wrote:
 I would prefer the source be available for a post-mortem. For source
 submissions, probably the best scheme would be for people to send the
 source to a discreet contestmaster.

 Concur.  A dishonest contestmaster could just announce that his
 favorite program won.  No reason not to give an honest one the source,
 and binaries can be disassembled anyway.

Thirded.  75% of the fun is looking at algorithms that turned out to be
cleverer than mine.





Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread Jamie Dallaire
On Wed, Nov 26, 2008 at 1:15 PM, Kerim Aydin [EMAIL PROTECTED] wrote:


 On Wed, 26 Nov 2008, comex wrote:
  On Wed, Nov 26, 2008 at 12:42 PM, Charles Reiss [EMAIL PROTECTED]
 wrote:
  I would prefer the source be available for a post-mortem. For source
  submissions, probably the best scheme would be for people to send the
  source to a discreet contestmaster.
 
  Concur.  A dishonest contestmaster could just announce that his
  favorite program won.  No reason not to give an honest one the source,
  and binaries can be disassembled anyway.

 Thirded.  75% of the fun is looking at algorithms that turned out to be
 cleverer than mine.


Indeed. Of course it's important that sources not be revealed while others
are still scripting. But the interest behind this contest, in the end, is
mainly in the post mortem. What worked and why?

If we want a second round we can build on that, just like Axelrod and
company did.

BP


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread Jamie Dallaire
I agree entirely.

My initial proposal was to score according to totals, not to win
differentials, though I may not have expressed that clearly. i.e. it's
better to cooperate and get minorly exploited than to get locked into a
cycle of retaliation where hardly anyone gets any points in the entire
match, even if you end up being the winner. Bit of a pyrrhic victory in the
latter case.

In the intial prisoner's dilemma game, the tit-for-tat strategy prevailed.
e.g. cooperate whenever the opponent cooperated on the last turn, defect
whenever the opponent defected on the last turn. It's pretty much
exploitation-proof, and enforces cooperation despite being forgiving enough
to oftentimes avoid infinite cycles of recrimination. When the contest was
run again, after post mortem analysis, some individuals submitted programs
designed specifically to defeat tit-for-tat strategies.

For example, one program simply defected in every round. Which means that it
beat tit-for-tat programs whose initial move was to cooperate by
successfully exploiting these programs for one round, after which games
would get locked into score-neutral successive mutual defections. End
result: these programs did beat tit-for-tat like programs, and in some cases
won the majority of their matches, but in the overall points analysis, they
were completely swamped out by other programs who happily cooperated with
each other during their own games and racked up huge score totals.

That's the kind of thing I envision here, where you can't simply expect to
win by narrowly edging out other programs in a zero-sum fashion. Absolute
score totals are most important.

As for Kerim's $19 to $1 example, I'm not sure what you're getting at. Yes,
$1 is better than nothing, and so a rational decision maker takes the dollar
if that's all that's at stake. This occurs, for example, when this is
definitely the last interaction between two agents. Which is why I proposed,
as Kerim did, that it should be difficult to tell when the round is set to
end, exactly. But I don't think Kerim's point about the larger societal
game applies in this type of tournament, because the only rationale behind
not accepting a $1 offer is to force your opponent/partner to offer you more
the next time e is the proposer (it being equally true that for the
proposer, $15 is better than $0). Unless we start allowing for reputation
effects and inspection of results of past games by programs (which I think
would add a little too much complexity at least for an initial round), the
larger societal game aspect doesn't come into it, since how my program
interacts with Kerim's program won't have any impact on whether or not
Kerim's program chooses to cooperate with root's, e.g.

Then again, it could be interesting eventually to set winning conditions
such that both absolute and relative scores, i.e. cooperative and cutthroat
styles of play, are rewarded THAT would make for quite the interesting
mix.

BP

On Wed, Nov 26, 2008 at 12:48 PM, Kerim Aydin [EMAIL PROTECTED]wrote:


 While we're debating executables for this, I thought I'd raise another
 issue: scoring.

 One of the features of cooperation experiments is that, rationally,
 how well your opponent does shouldn't affect you.  For example, if your
 opponent offers you $1 and keeps $19, the point of the game is that
 rationally you should be happy because $1 is better than none, and
 the $19 doesn't matter because in game terms, the total # of dollars
 in the whole game (real life) is such that your opponent's total
 only very, very distantly hurts the value of yours.

 The interesting part of the psychology comes in because people are
 willing punish the greedy $19-receivers at a cost to themselves,
 showing that they are evolved to play the larger societal game of
 punishing unfairness before they maximize their dollar.

 For our purposes, that means there's the danger that traditional
 scoring that would turn this experiment into a different kind
 of game, more cutthroat and zero-sum, especially if each round is
 scored based on differences.  Example, take outcomes for three
 players, Greedy, Friendly, and Dupe:

 Results:
 Greedy vs. Dupe :  11 (Greedy), 1 (Dupe)  Diff:  +10 Greedy
 Friendly vs. Dupe   : 100 (Friendly), 98 (Dupe)   Diff:  +2  Friendly
 Greedy vs. Friendly :  50 (Greedy), 50 (Friendly) Diff:  0

 Ranked by per-game win average (suggested in contest proto I think):
 Greedy5
 Friendly  1
 Dupe -4

 Ranked by total:
 Friendly  150
 Dupe   99
 Greedy 61

 So the first method awards cutthroat play rather than cooperation (keep
 totals down as long as per-game difference is high) while second awards
 cooperation, where Dupe, who didn't win any game directly, does
 better than Greedy.  Of course since the game domain ultimately is small,
 even the cooperative players have to assume some level of zero-sum-ness:
 in the second method, the best play is probably cooperate until the
 'last minute' then do a 

Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread comex
On Wed, Nov 26, 2008 at 1:37 PM, Jamie Dallaire
[EMAIL PROTECTED] wrote:
 since how my program
 interacts with Kerim's program won't have any impact on whether or not
 Kerim's program chooses to cooperate with root's,

Allow each script to know the name of the author of the other!

Would be so much more fun.


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread Ed Murphy
Billy Pilgrim wrote:

 Heh it definitely should. I'm on linux here and just can't imagine that
 all these nomic players are running xp/vista...

I process e-mail from XP, but my server runs Linux (Red Hat 9, because
it was pre-installed and I dare not risk breaking it).



Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread Jamie Dallaire
On Wed, Nov 26, 2008 at 3:36 PM, Ed Murphy [EMAIL PROTECTED] wrote:

 Billy Pilgrim wrote:

  Heh it definitely should. I'm on linux here and just can't imagine that
  all these nomic players are running xp/vista...

 I process e-mail from XP, but my server runs Linux (Red Hat 9, because
 it was pre-installed and I dare not risk breaking it).


Yep. Sorry what I said wasn't super clear. Don't construe that to mean I
think everyone here boycotts Windows. Probably some do, but really I meant
that it's unlikely to be EVERYONE's main working environment. I only
recently semi-weaned off xp, and still have to go back to it once in a
while.

BP


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-26 Thread Elliott Hird

On 26 Nov 2008, at 20:55, Jamie Dallaire wrote:

Yep. Sorry what I said wasn't super clear. Don't construe that to  
mean I think everyone here boycotts Windows. Probably some do, but  
really I meant that it's unlikely to be EVERYONE's main working  
environment. I only recently semi-weaned off xp, and still have to  
go back to it once in a while.




Certified UNIX here.

(OS X :P)

Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-25 Thread Jamie Dallaire
On Sun, Nov 23, 2008 at 3:26 AM, Charles Reiss [EMAIL PROTECTED] wrote:

 On Sat, Nov 22, 2008 at 23:53, Pavitra [EMAIL PROTECTED]
 wrote:
  I would have more interest if it was in a toy language like Befunge.
 

 I don't think that would help that much. The interesting part of the
 problem is not in the programming itself, it is the strategy.
 Axelrod's work on prisoner's dilemma was essentially 'programmed' by
 specifying the table moves to choose given the last three moves.

 - woggle


Would it be realistic/practical to allow players to submit programs written
(then compiled...) in any language they want, while one referee program
written in some appropriate language acts as the host that sets up the
match, calls up 2 competing programs to be executed, and feeds these
programs the necessary inputs (e.g. the other program's offer)?

Billy Pilgrim


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-25 Thread Charles Reiss
On Tue, Nov 25, 2008 at 22:19, Jamie Dallaire [EMAIL PROTECTED] wrote:
 On Sun, Nov 23, 2008 at 3:26 AM, Charles Reiss [EMAIL PROTECTED] wrote:

 On Sat, Nov 22, 2008 at 23:53, Pavitra [EMAIL PROTECTED]
 wrote:
  I would have more interest if it was in a toy language like Befunge.
 

 I don't think that would help that much. The interesting part of the
 problem is not in the programming itself, it is the strategy.
 Axelrod's work on prisoner's dilemma was essentially 'programmed' by
 specifying the table moves to choose given the last three moves.

 - woggle

 Would it be realistic/practical to allow players to submit programs written
 (then compiled...) in any language they want, while one referee program
 written in some appropriate language acts as the host that sets up the
 match, calls up 2 competing programs to be executed, and feeds these
 programs the necessary inputs (e.g. the other program's offer)?

That's what I'd expect in this form given that expecting people to
know how to program usually isn't considered unreasonable. But, of
course, there are practical problems with doing any-language-you-want
(do you have a Hypertalk interpreter? Z80 assembly? VisualWorks?), so
things probably need to be more restricted in practice. Probably the
closest canonical example of a contest is the (much less theoretically
interesting) http://www.cs.ualberta.ca/~darse/rsbpc.html .

-woggle


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-25 Thread Roger Hicks
On Tue, Nov 25, 2008 at 23:32, Charles Reiss [EMAIL PROTECTED] wrote:
 That's what I'd expect in this form given that expecting people to
 know how to program usually isn't considered unreasonable. But, of
 course, there are practical problems with doing any-language-you-want
 (do you have a Hypertalk interpreter? Z80 assembly? VisualWorks?), so
 things probably need to be more restricted in practice. Probably the
 closest canonical example of a contest is the (much less theoretically
 interesting) http://www.cs.ualberta.ca/~darse/rsbpc.html .

Why not have the competing programs communicate via an HTTP post?

BobTHJ


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-25 Thread Charles Reiss
On Tue, Nov 25, 2008 at 22:44, Roger Hicks [EMAIL PROTECTED] wrote:
 On Tue, Nov 25, 2008 at 23:32, Charles Reiss [EMAIL PROTECTED] wrote:
 That's what I'd expect in this form given that expecting people to
 know how to program usually isn't considered unreasonable. But, of
 course, there are practical problems with doing any-language-you-want
 (do you have a Hypertalk interpreter? Z80 assembly? VisualWorks?), so
 things probably need to be more restricted in practice. Probably the
 closest canonical example of a contest is the (much less theoretically
 interesting) http://www.cs.ualberta.ca/~darse/rsbpc.html .

 Why not have the competing programs communicate via an HTTP post?

That's a viable solution of course.

Pros: Less contestmaster work. More programming environment choice.

Cons: Making sure all programs are available at the same time. People
going against the spirit of the game could use manual intervention to
change strategy (timeouts can disincentivize this). Harder to run a
whole lot of rounds (which would give a clearer idea of winner).

Neutral: Likely encourages more complex solutions (using large
external libraries, large datastores, etc.)

-woggle


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-23 Thread Jamie Dallaire
On Sat, Nov 22, 2008 at 9:58 AM, Joshua Boehme [EMAIL PROTECTED] wrote:

 On Fri, 21 Nov 2008 00:24:52 -0500
 Jamie Dallaire [EMAIL PROTECTED] wrote:

  Cross posting because I figure there could be interest on both sides. If
  need be this can be a Werewolves-like endeavour.
 
  Would anyone be interested in playing the following, based on Robert
  Axelrod's and WD Hamilton's The Evolution of Cooperation? (see links
  below)

 I would have moderate interest in this, provided it is in a programming
 language I am either familiar with or could learn quickly (i.e., languages
 such as PHP, C, and the like).


My knowledge of programming is relatively limited, though I am eager and
willing to learn whatever I need for something like this. I think whoever
knows more and shows interest could definitely advise me on the technical
specifics of this type of project, and most importantly make it something
the interested parties would agree on. I don't think it would -need- to be
anything too complicated, though.

Billy Pilgrim


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-23 Thread Roger Hicks
On Sun, Nov 23, 2008 at 00:53, Pavitra [EMAIL PROTECTED] wrote:
 I would have more interest if it was in a toy language like Befunge.

Befunge would be fun

BobTHJ


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-23 Thread Charles Reiss
On Sat, Nov 22, 2008 at 23:53, Pavitra [EMAIL PROTECTED] wrote:
 On Saturday 22 November 2008 08:58:16 am Joshua Boehme wrote:
 On Fri, 21 Nov 2008 00:24:52 -0500

 Jamie Dallaire [EMAIL PROTECTED] wrote:
  Cross posting because I figure there could be interest on both
  sides. If need be this can be a Werewolves-like endeavour.
 
  Would anyone be interested in playing the following, based on
  Robert Axelrod's and WD Hamilton's The Evolution of
  Cooperation? (see links below)

 I would have moderate interest in this, provided it is in a
 programming language I am either familiar with or could learn
 quickly (i.e., languages such as PHP, C, and the like).

 I would have more interest if it was in a toy language like Befunge.


I don't think that would help that much. The interesting part of the
problem is not in the programming itself, it is the strategy.
Axelrod's work on prisoner's dilemma was essentially 'programmed' by
specifying the table moves to choose given the last three moves.

- woggle


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-22 Thread Joshua Boehme
On Fri, 21 Nov 2008 00:24:52 -0500
Jamie Dallaire [EMAIL PROTECTED] wrote:

 Cross posting because I figure there could be interest on both sides. If
 need be this can be a Werewolves-like endeavour.
 
 Would anyone be interested in playing the following, based on Robert
 Axelrod's and WD Hamilton's The Evolution of Cooperation? (see links
 below)

I would have moderate interest in this, provided it is in a programming 
language I am either familiar with or could learn quickly (i.e., languages such 
as PHP, C, and the like).

-- 

Elysion


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-22 Thread Pavitra
On Saturday 22 November 2008 08:58:16 am Joshua Boehme wrote:
 On Fri, 21 Nov 2008 00:24:52 -0500

 Jamie Dallaire [EMAIL PROTECTED] wrote:
  Cross posting because I figure there could be interest on both
  sides. If need be this can be a Werewolves-like endeavour.
 
  Would anyone be interested in playing the following, based on
  Robert Axelrod's and WD Hamilton's The Evolution of
  Cooperation? (see links below)

 I would have moderate interest in this, provided it is in a
 programming language I am either familiar with or could learn
 quickly (i.e., languages such as PHP, C, and the like).

I would have more interest if it was in a toy language like Befunge.


Re: DIS: Proto: Subgame/Contest: The Evolution of Cooperation

2008-11-20 Thread Ian Kelly
On Thu, Nov 20, 2008 at 10:24 PM, Jamie Dallaire
[EMAIL PROTECTED] wrote:
 Cross posting because I figure there could be interest on both sides. If
 need be this can be a Werewolves-like endeavour.

 Would anyone be interested in playing the following, based on Robert
 Axelrod's and WD Hamilton's The Evolution of Cooperation? (see links
 below)

Sure, could be fun.

-root