Game types and info theory (notes on others)

Game types (contracts, role, total reward, turns, length):
Co-operative
Non-cooperative (optional communication, but no binding commitments).
(coalitions create hybrids of the 2)

Symmetric.
Asymmetric (each role has different move options or there are different rewards for the same moves depending on the players role)

Simultaneous (no information about a players move is passed between players before the player takes the turn)
Sequential

Perfect info
Imperfect info (the percentage of move information communicated, can still be the strategies, previous moves etc. (complete info) without being perfect)

Finite
Infinite

Discrete
Continuous (infinite number of moves or players etc. i.e. infinite ‘game space’)

(NB: Asymmetric play can be considered to be a special form of Co-operation - i.e. one where a player enters a contract to commit to a move, without knowing it, perfect info is also linked to Co-operation, it can be considered to be the amount of noise in the co-operation channel)

consider a game as a collection of turing machines, representing players, all connected somehow:

input -> Machine (1) -> output -> channel -> input -> Machine (2) -> output -> result

Kin selection:

kin selection. Altruists discriminate between the individuals they help and favor relatives. Hamilton’s rule explains the evolutionary reasoning behind this selection with the equation c

The above equation is based on the idea that altruism works when the number of alleles passed on is the same as through mating i.e. 50% of total.

This selfish gene behavior is a good example of seeing actions as direct rather than directed, a common element tendency which extends to things such as free will.