Results for 'Game definitions'

963 found
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  1.  89
    On game definitions.Oliver Laas - 2017 - Journal of the Philosophy of Sport 44 (1):81-94.
    Wittgenstein did not claim that the ordinary language concept ‘game’ cannot be defined: he claimed that there are multiple definitions that can be adopted for special purposes, but no single definition applicable to all games. I will defend this interpretation of Wittgenstein’s position by showing its compatibility with a pragmatic argumentative view of definitions, and how this view accounts for the diversity of disagreeing game definitions in definitional disputes.
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  2.  10
    Patrolling security games: Definition and algorithms for solving large instances with single patroller and single intruder.Nicola Basilico, Nicola Gatti & Francesco Amigoni - 2012 - Artificial Intelligence 184-185 (C):78-123.
  3.  16
    Anaphora and Definite Descriptions: Two Applications of Game-Theoretical Semantics.Jaakko Hintikka, Kaarlo Jaakko Juhani Hintikka & J. Kulas - 1985 - Springer.
    I n order to appreciate properly what we are doing in this book it is necessary to realize that our approach to linguistic theorizing differs from the prevailing views. Our approach can be described by indicating what distinguishes it from the methodological ideas current in theoretical linguistics, which I consider seriously misguided. Linguists typically construe their task in these days as that of making exceptionless generalizations from particular examples. This explanatory strategy is wrong in several different ways. It presupposes that (...)
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  4. The Definition of 'Game'.M. W. Rowe - 1992 - Philosophy 67 (262):467 - 479.
    Besides its intrinsic interest, the definition of ‘game’ is important for three reasons. Firstly, in Wittgenstein's Philosophical Investigations ‘game’ is the paradigm family resemblance concept. If he is wrong in thinking that ‘game’ cannot be defined, then the persuasive force of his argument against definition generally will be considerably weakened. This, in its turn, will have important consequences for our understanding of concepts and philosophical method. Secondly, Wittgenstein's later writings are full of analogies drawn from games—chess alone (...)
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  5.  63
    A Revised Definition of Games: An Analysis of Grasshopper Errors, Omissions, and Ambiguities.Scott Kretchmar - 2019 - Sport, Ethics and Philosophy 13 (3-4):277-292.
    ABSTRACTIn this essay, I review Suits’ classic description of games and cite three kinds of problems—mischaracterizations, omissions, and ambiguities. I build on previous criticisms by myself and others leveled at his definition. However, in contrast to much of this previous work, I will present what I hope is an improved description. The latter part of the essay is devoted to defending this alternate characterization. I conclude by arguing that my revisionist work paradoxically both supports and undermines the merits of Suits’ (...)
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  6.  15
    Definition and Description at Brentano and Husserl. Language-Games in the Phenomenology of Consciousness.R. Gromov - 2012 - HORIZON. Studies in Phenomenology 1 (1):7-27.
  7.  27
    Infinite games and transfinite recursion of multiple inductive definitions.Keisuke Yoshii & Kazuyuki Tanaka - 2012 - In S. Barry Cooper (ed.), How the World Computes. pp. 374--383.
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  8. Plato, Wittgenstein and the definition of games.Catherine Rowett - 2013 - In Luigi Perissinotto (ed.), Wittgenstein and Plato: connections, comparisons, and contrasts. Basingstoke: Palgrave-Macmillan. pp. 196-219.
    In this paper I argue, controversially, that Plato's Meno anticipates Wittgenstein's critique of essentialism. Plato is usually read as an essentialist of the very kind that Wittgenstein was challenging, and the Meno in particular is usually taken as evidence that Plato thought that to know something you must be able to define it, and that if you can't define it you can't investigate any other questions on the topic. I suggest instead that Plato shows Socrates proposing such a position (much (...)
     
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  9.  62
    Five Legitimate Definitions of Correlated Equilibrium in Games with Incomplete Information.FranÇoise Forges - 1993 - Theory and Decision 35 (3):277.
  10.  95
    Comparing inductive and circular definitions: Parameters, complexity and games.Kai-Uwe Küdhnberger, Benedikt Löwe, Michael Möllerfeld & Philip Welch - 2005 - Studia Logica 81 (1):79 - 98.
    Gupta-Belnap-style circular definitions use all real numbers as possible starting points of revision sequences. In that sense they are boldface definitions. We discuss lightface versions of circular definitions and boldface versions of inductive definitions.
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  11. Too Much Playing Games – A Response to Kretchmar.Alex Wolf-Root - 2020 - Sport, Ethics and Philosophy 14 (2):264-268.
    Scott Kretchmar recently put forth a new definition of what it is to play a game. Unfortunately, it must be rejected. In this paper, I show that this new definition is far too broad by discussing an activity that is not an instance of playing a game but is wrongfully ruled as one on this new definition.
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  12.  52
    Games of Incomplete Information Without Common Knowledge Priors.József Sákovics - 2001 - Theory and Decision 50 (4):347-366.
    We relax the assumption that priors are common knowledge, in the standard model of games of incomplete information. We make the realistic assumption that the players are boundedly rational: they base their actions on finite-order belief hierarchies. When the different layers of beliefs are independent of each other, we can retain Harsányi's type-space, and we can define straightforward generalizations of Bayesian Nash Equilibrium and Rationalizability in our context. Since neither of these concepts is quite satisfactory, we propose a hybrid concept, (...)
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  13.  72
    Language, language games and ostensive definition.James Harris - 1986 - Synthese 69 (1):41 - 49.
  14. Game-Theoretic Semantics.Jk Gts Hintikka & G. Sandu - 1997 - In J. F. A. K. Van Benthem, Johan van Benthem & Alice G. B. Ter Meulen (eds.), Handbook of Logic and Language. Elsevier.
    The paper presents an application of game-theoretical ideas to the semantics of natural language, especially the analysis of quantifiers and anaphora. The paper also introduces the idea of games of imperfect information and connects to partial logics.
     
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  15.  15
    "Language Games" in Philosophy.Elena Zolotukhina-Abolina - 2015 - Epistemology and Philosophy of Science 45 (3):118-132.
    The paper discusses professional communication among philosophers. The author argues that starting from the second half of the twentieth century atomization of philosophical languages has begun. Philosophers are argued to have been creating their own speech on the basis of subjective associations, exclusively personal vision, not directly related to existing intellectual tradition; they would use their own terms and concepts without proper definitions or clarification. The author addresses the major ideological changes in the intellectual and cultural life of the (...)
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  16.  76
    Games People Play: Strategy and Structure in Social Life.Devereaux Kennedy - 2016 - Social Epistemology 30 (1):67-88.
    This paper is presented as a sociological account of social action and as part of the “cognitive and cultural turn” in sociology. It retains Weber’s definition of social action as meaningful behavior directed toward another, but employs concepts developed by Noam Chomsky, Pierre Bourdieu and Ludwig Wittgenstein to refine and amplify Weber’s understanding of meaning and subjectivity. It attempts to ground symbolic interaction in innate properties of mind suggested by Chomsky and others. It attempts to enrich Bourdieu’s concept of the (...)
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  17.  85
    Games and the Good Life.Michael Ridge - 2021 - Journal of Ethics and Social Philosophy 19 (1).
    It is widely agreed that play and games contribute to the good life. One might naturally wonder how games in particular so contribute? Granted, games can be very good, what exactly is so good about them when they are good? Although a natural starting point, this question is perhaps naive. Games come in all shapes and sizes, and different games are often good in very different ways. Chess, Bridge, Bingo, Chutes and Ladders, Football, Spin the Bottle, Dungeons & Dragons, Pac-Man, (...)
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  18.  65
    Peter Aczel. Quantifiers, games and inductive definitions. Proceedings of the Third Scandinavian Logic Symposium, edited by Stig Kanger, Studies in logic and the foundations of mathematics, vol. 82, North-Holland Publishing Company, Amsterdam and Oxford, and American Elsevier Publishing Company, Inc., New York, 1975, pp. 1–14. - Kit Fine. Some connections between elementary and modal logic. Proceedings of the Third Scandinavian Logic Symposium, edited by Stig Kanger, Studies in logic and the foundations of mathematics, vol. 82, North-Holland Publishing Company, Amsterdam and Oxford, and American Elsevier Publishing Company, Inc., New York, 1975, pp. 15–31. - Bengt Hansson and Peter Gärdenfors. Filtations and the finite frame property in Boolean semantics. Proceedings of the Third Scandinavian Logic Symposium, edited by Stig Kanger, Studies in logic and the foundations of mathematics, vol. 82, North-Holland Publishing Company, Amsterdam and Oxford, and American Elsevier Publishing Compa. [REVIEW]S. K. Thomason - 1978 - Journal of Symbolic Logic 43 (2):373-376.
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  19.  45
    The Coming of Game Theory.Gianfranco Gambarelli & Guillermo Owen - 2004 - Theory and Decision 56 (1-2):1-18.
    This is a brief historical note on game theory. We cover its historical roots (prior to its formal definition in 1944), and look at its development until the late 1960's.
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  20.  60
    A Critique of Mr. Suits' Definition of Game Playing.Frank McBride - 1979 - Journal of the Philosophy of Sport 6 (1):59-65.
  21.  29
    Behavioral capital: gaming and monetization in post-marxist perspective.Václav Janoščík - 2023 - Semiotica 2023 (254):137-156.
    The most successful games today do not use a pay-for-product model, but involve complex and aggressive modes of monetizing their content (downloadable content, skins, in game currencies and markets, seasonal passes, etc.). While this has already been scrutinized, there are further consequences for games themselves and the economization of play. In my paper, I show how this strategy creates a conceptually novel situation, where playing can be considered to constitute reproductive labor-power and behavioral capital. In other words, playing here (...)
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  22.  61
    Common knowledge logic and game logic.Mamoru Kaneko - 1999 - Journal of Symbolic Logic 64 (2):685-700.
    We show the faithful embedding of common knowledge logic CKL into game logic GL, that is, CKL is embedded into GL and GL is a conservative extension of the fragment obtained by this embedding. Then many results in GL are available in CKL, and vice versa. For example, an epistemic consideration of Nash equilibrium for a game with pure strategies in GL is carried over to CKL. Another important application is to obtain a Gentzen-style sequent calculus formulation of (...)
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  23.  65
    The Paradoxes of Utopian Game-Playing.Deborah P. Vossen - 2017 - Journal of the Philosophy of Sport 44 (3):315-328.
    In The Grasshopper: Games, Life, and Utopia, Suits maintains the following two theses: game-playing is defined as ‘activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient in favour of less efficient means, and where such rules are accepted just because they make possible such activity’ and ‘game playing is what makes Utopia intelligible.’ Observing that these two theses cannot be jointly maintained absent paradox, this essay (...)
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  24.  17
    Contest, Game, Disgrace: On Philosophy and Buddhism.Rafal K. Stepien - 2022 - Philosophy East and West 72 (4):1066-1088.
    Abstract:This article is concerned with the role of Buddhist philosophy, and more broadly of non-Western philosophies, within the discipline of philosophy as this is professed and practiced today. I begin by deliberately engaging in a game of definitions to demonstrate that, whichever of the definitions standardly employed to deny non-Western philosophy the prestigious moniker, Buddhism nevertheless wins: it does count as philosophy. Having made that point, however, I go on to effectively undermine it by pointing out that (...)
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  25. Do Good Games Make Good People?Brendan Shea - 2013 - In Kevin S. Decker & William Irwin (eds.), Ender's Game and Philosophy: The Logic Gate is Down. Malden, MA: Wiley. pp. 89-99.
    Ender Wiggins, the title character of Ender’s Game, spends much of the book playing games of one sort or another. These games range from simple role-playing games with his siblings (“buggers and astronauts”) to battle room contests to a strange fantasy game in which he must kill a giant and confront his deepest fears. Finally, at the end of the book, Ender and his Battle School classmates play one final “game” that leads to them (unknowingly) destroying the (...)
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  26.  62
    Game as Paradox: A Rebuttal of Suits.David Myers - 2012 - Journal of the Philosophy of Sport 39 (1):155-168.
    Here I examine Bernard Suits’s definition of games and explain why that definition is in need of reference to representation or, put more generally, to semiosis. And, once admitting the necessity of the representational in games, Suits’s definition must also then admit the essential paradoxy of games.
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  27.  75
    Business is not a Game: The Metaphoric Fallacy.Maurice Hamington - 2009 - Journal of Business Ethics 86 (4):473-484.
    Sport and game metaphors are ubiquitous in the culture and language of business. As evocative linguistic devices, such metaphors are morally neutral; however, if they are indicative of a deep structure of understanding that filters experience, then they have the potential to be ethically problematic. This article argues that there exists a danger for those who forget or confuse metaphor with definition: the metaphoric fallacy. Accordingly, business is like a game, but it is not the equivalent of a (...)
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  28.  35
    The Games of Logic and the Games of Inquiry.Jaakko Hintikka - 1995 - Dialectica 49 (2‐4):229-250.
    SummaryTruth‐definitions play a crucial role in the foundations of logic and semantics. Tarsik‐type truth‐definitions are not possible to formulate in a usual first‐order language for itself, and they have been criticized because they do not account for what makes them definitions of truth. It has been suggested that truth should instead be characterized by reference to the «language‐games» of verification and falsification. The author's game‐theoretical semantics here explained for formal first‐order languages, can be thought of as (...)
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  29. Correlated Equilibrium in Games with Incomplete Information Revisited.Françoise Forges - 2006 - Theory and Decision 61 (4):329-344.
    A mistake in “Five legitimate definitions of correlated equilibrium (CE) in games with incomplete information” motivates a re-examination of some extensions of the solution concept that Aumann introduced.
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  30.  44
    Beyond Individual Choice: Teams and Frames in Game Theory.Natalie Gold & Robert Sugden (eds.) - 2006 - Princeton University Press.
    Game theory is central to modern understandings of how people deal with problems of coordination and cooperation. Yet, ironically, it cannot give a straightforward explanation of some of the simplest forms of human coordination and cooperation--most famously, that people can use the apparently arbitrary features of "focal points" to solve coordination problems, and that people sometimes cooperate in "prisoner's dilemmas." Addressing a wide readership of economists, sociologists, psychologists, and philosophers, Michael Bacharach here proposes a revision of game theory (...)
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  31. Are Video Games Art?Aaron Smuts - 2005 - Contemporary Aesthetics 3.
    I argue that by any major definition of art many modern video games should be considered art. Rather than defining art and defending video games based on a single contentious definition, I offer reasons for thinking that video games can be art according to historical, aesthetic, institutional, representational and expressive theories of art. Overall, I argue that while many video games probably should not be considered art, there are good reasons to think that some video games should be classified as (...)
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  32.  25
    Game-theoretic inductive definability.Juha Oikkonen & Jouko Väänänen - 1993 - Annals of Pure and Applied Logic 65 (3):265-306.
    Oikkonen, J. and J. Väänänen, Game-theoretic inductive definability, Annals of Pure and Applied Logic 65 265-306. We use game-theoretic ideas to define a generalization of the notion of inductive definability. This approach allows induction along non-well-founded trees. Our definition depends on an underlying partial ordering of the objects. In this ordering every countable ascending sequence is assumed to have a unique supremum which enables us to go over limits. We establish basic properties of this induction and examine examples (...)
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  33. Reasoning about causality in games.Lewis Hammond, James Fox, Tom Everitt, Ryan Carey, Alessandro Abate & Michael Wooldridge - 2023 - Artificial Intelligence 320 (C):103919.
    Causal reasoning and game-theoretic reasoning are fundamental topics in artificial intelligence, among many other disciplines: this paper is concerned with their intersection. Despite their importance, a formal framework that supports both these forms of reasoning has, until now, been lacking. We offer a solution in the form of (structural) causal games, which can be seen as extending Pearl's causal hierarchy to the game-theoretic domain, or as extending Koller and Milch's multi-agent influence diagrams to the causal domain. We then (...)
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  34.  54
    Players' information in extensive games.Giacomo Bonanno - 1992 - Mathematical Social Sciences 24 (1):35-48.
    This paper suggests a way of formalizing the amount of information that can be conveyed to each player along every possible play of an extensive game. The information given to each player i when the play of the game reaches node x is expressed as a subset of the set of terminal nodes. Two definitions are put forward, one expressing the minimum amount of information and the other the maximum amount of information that can be conveyed without (...)
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  35.  11
    Game Studies in Russia: Eight Year.A. S. Vetushinskiy & A. S. Salin - 2020 - Sociology of Power 32 (3):8-13.
    The article proposes a new approach to understanding gamification. Its feature lies in taking into account the criticism expressed against gamifi­cation to date. The article examines in detail the history of gamification, it is shown that at its first stage (before 2015) approaches oriented towards extrinsic motivation prevailed, while at the second stage (after 2015) ap­proaches oriented towards intrinsic motivation began to prevail. Ignoring this point just leads to the fact that the criticism expressed in the early 2010s (its main (...)
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  36.  68
    Games and Family Resemblances.Anthony Manser - 1967 - Philosophy 42 (161):210 - 225.
    In his Philosophical Investigations , Wittgenstein introduces the notion of a ‘family resemblance’ to deal with certain problems. Talking of games and what they seem to have in common, he points out that there are no common features in virtue of which we call all games ‘games’. Instead there are, he claims, many different similarities and relationships; he says ‘we see a complicated network of similarities overlapping and criss-crossing: sometimes overall similarities, sometimes similarities of detail’. He then goes on to (...)
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  37. Pornography, ethics, and video games.Stephanie Patridge - 2013 - Ethics and Information Technology 15 (1):25-34.
    In a recent and provocative essay, Christopher Bartel attempts to resolve the gamer’s dilemma. The dilemma, formulated by Morgan Luck, goes as follows: there is no principled distinction between virtual murder and virtual pedophilia. So, we’ll have to give up either our intuition that virtual murder is morally permissible—seemingly leaving us over-moralizing our gameplay—or our intuition that acts of virtual pedophilia are morally troubling—seemingly leaving us under-moralizing our game play. Bartel’s attempted resolution relies on establishing the following three theses: (...)
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  38.  33
    A game semantics for disjunctive logic programming.Thanos Tsouanas - 2013 - Annals of Pure and Applied Logic 164 (11):1144-1175.
    Denotational semantics of logic programming and its extensions have been studied thoroughly for many years. In 1998, a game semantics was given to definite logic programs by Di Cosmo, Loddo, and Nicolet, and a few years later it was extended to deal with negation by Rondogiannis and Wadge. Both approaches were proven equivalent to the traditional semantics. In this paper we define a game semantics for disjunctive logic programs and prove soundness and completeness with respect to the minimal (...)
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  39.  5
    The Game of Philosophy.William C. Soderberg - 2000 - University Press of America.
    Various philosophers have used the image of a game as a metaphor to better interpret and deal with the world. In The Game of Philosophy, William C. Soderberg introduces the reader to the search for fairness in this game; a search that has been one of the main goals of moral and political philosophy. Soderberg examines the debate over the definition of a "fair social game" from various traditions and perspectives such as European, Anglo-American, African-American, multi-cultural, (...)
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  40.  39
    The name of the game: a Wittgensteinian view of ‘invasiveness’.Stacy S. Chen, Connor T. A. Brenna, Matthew Cho, Liam G. McCoy & Sunit Das - 2024 - Journal of Medical Ethics 50 (4):240-241.
    In their forthcoming article, ‘What makes a medical intervention invasive?’ De Marco, Simons, and colleagues explore the meaning and usage of the term ‘invasive’ in medical contexts. They describe a ‘Standard Account’, drawn from dictionary definitions, which defines invasiveness as ‘incision of the skin or insertion of an object into the body’. They then highlight cases wherein invasiveness is employed in a manner that is inconsistent with this account (eg, in describing psychotherapy) to argue that the term invasiveness is (...)
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  41.  31
    Master of the Game: Competition and Performance in Greek Poetry.Carolyn Higbie - 2006 - American Journal of Philology 127 (1):137-140.
    In lieu of an abstract, here is a brief excerpt of the content:American Journal of Philology 127.1 (2006) 137-140 [Access article in PDF] Derek Collins. Master of the Game: Competition and Performance in Greek Poetry. Hellenic Studies 7. Washington, D.C.: Center for Hellenic Studies, 2004. Distributed by Harvard University Press, Cambridge, Mass. xx + 267 pp. Paper, $19.95. Collins states the purpose of his book clearly in the opening paragraph of his introduction (ix): "to offer a detailed examination of (...)
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  42.  49
    How game-theoretical semantics works: Classical first-order logic.Michael Hand - 1988 - Erkenntnis 29 (1):77 - 93.
    The structure of strategies for semantical games is studied by means of a new formalism developed for the purpose. Rigorous definitions of strategy, winning strategy, truth, and falsity are presented. Non-contradiction and bivalence are demonstrated for the truth-definition. The problem of the justification of deduction is examined from this perspective. The rules of a natural deduction system are justified: they are seen to guarantee existence of a winning strategy for the defender in the semantical game for the conclusion, (...)
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  43.  91
    A, The, Another: A Game of Same and Different. [REVIEW]Atle Grønn & Kjell Johan Sæbø - 2012 - Journal of Logic, Language and Information 21 (1):75-95.
    Indefinites face competition at two levels: Presupposition and content. The antipresupposition hypothesis predicts that they signal the opposite of familiarity, or uniqueness, namely, novelty, or non-uniqueness. At the level of descriptive content, they are pressured from two sides: definites expressing identity and another phrases expressing difference, and Gricean reasoning predicts that indefinites signal both difference and identity and are infelicitous when definites and another phrases are felicitous. However, occasionally a space opens between the and another, for a to fill. This (...)
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  44.  93
    A method for the computational modelling of dialectical argument with dialogue games.T. J. M. Bench-Capon, T. Geldard & P. H. Leng - 2000 - Artificial Intelligence and Law 8 (2-3):233-254.
    In this paper we describe a method for the specification of computationalmodels of argument using dialogue games. The method, which consists ofsupplying a set of semantic definitions for the performatives making upthe game, together with a state transition diagram, is described in full.Its use is illustrated by some examples of varying complexity, includingtwo complete specifications of particular dialogue games, Mackenzie's DC,and the authors' own TDG. The latter is also illustrated by a fully workedexample illustrating all the features of (...)
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  45. Rule-following as coordination: a game-theoretic approach.Giacomo Sillari - 2013 - Synthese 190 (5):871-890.
    Famously, Kripke has argued that the central portion of the Philosophical Investigations describes both a skeptical paradox and its skeptical solution. Solving the paradox involves the element of the community, which determines correctness conditions for rule-following behavior. What do such conditions precisely consist of? Is it accurate to say that there is no fact to the matter of rule following? How are the correctness conditions sustained in the community? My answers to these questions revolve around the idea that a rule (...)
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  46. On the Definition of Sport.Jim Parry - 2022 - Sport, Ethics and Philosophy 17 (1):49-57.
    This paper side-steps the question of whether ‘the’ concept of sport exists, or can be usefully analysed. Instead, I try to explain the much more modest aim of exhibition-analysis, which is to seek a description of an actually existing example of some concept of sport internal to a normative position. My example is that of Olympic-sport. I try to set out its logically necessary conditions, which of course are conditioned by its context within a theory that emphasises the values of (...)
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  47. Concepts, History and the Game of Giving and Asking for Reasons: A Defense of Conceptual History.D. Timothy Goering - 2013 - Journal of the Philosophy of History 7 (3):426-452.
    This article offers a defense of the theoretical foundations of Conceptual History. While Conceptual History has successfully established itself as an historical discipline, details in the philosophy of language that underpin Conceptual History continue to be opaque. Specifically the definition of what constitutes a “basic concept” remains problematic. Reinhart Koselleck famously claimed that basic concepts are “more than words,” but he never spelled out how these abstract entities relate to words or can be subject to semantic transformation. I argue that (...)
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  48. What is a game?Bernard Suits - 1967 - Philosophy of Science 34 (2):148-156.
    By means of a critical examination of a number of theses as to the nature of game-playing, the following definition is advanced: To play a game is to engage in activity directed toward bringing about a specific state of affairs, using only means permitted by specific rules, where the means permitted by the rules are more limited in scope than they would be in the absence of the rules, and where the sole reason for accepting such limitation is (...)
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  49.  51
    (1 other version)On the relationship between philosophy and game-playing.Yuanfan Huang & Emily Ryall - 2017 - In Wendy Russell, Emily Ryall & Malcolm MacLean (eds.), The Philosophy of Play as Life: Towards a Global Ethos of Management. New York: Routledge. pp. 80-93.
    This chapter focuses on the relation between ‘philosophy’ and ‘games’ and argues most of philosophy is a form of game-playing. Two approaches are considered: Wittgenstein’s notion of family resemblance and Suits’ analytic definition of a game. Both approaches support the assertion that the relationship is a close, if not categorical, one but it is the lusory attitude that is the ultimate determinant.
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  50. Definiteness in English and Estonian: same pragmatic principles, different syntaxes (Määravus inglise ja eesti keeles: samad pragmaatilised põhimõtted, erinevad süntaksid).Alex Davies - 2023 - In Bruno Mölder & Jaan Kangilaski (eds.), Keel, vaim, tunnetus. Analüütilise filosoofia seminar 30+. Tartu Ülikooli Kirjastus. pp. 59-83.
    Estonian doesn't have a definite article. Instead, bare singular noun phrases can unambiguously bear either a definite interpretation or an indefinite interpretation. This paper argues that the pragmatic principles governing the felicitous use of three English articles ("a", "the" and "another"), described by A Grønn and KJ Sæbø (2012, 'A, the, another: A game of same and different' Journal of Logic, Language and Information 21, 75-95) can also account for the conditions under which a bare singular noun phrase in (...)
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