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1

Sanfey, Alan G. "Social Decision-Making: Insights from Game Theory and Neuroscience." Science 318, no. 5850 (October 26, 2007): 598–602. http://dx.doi.org/10.1126/science.1142996.

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By combining the models and tasks of Game Theory with modern psychological and neuroscientific methods, the neuroeconomic approach to the study of social decision-making has the potential to extend our knowledge of brain mechanisms involved in social decisions and to advance theoretical models of how we make decisions in a rich, interactive environment. Research has already begun to illustrate how social exchange can act directly on the brain's reward system, how affective factors play an important role in bargaining and competitive games, and how the ability to assess another's intentions is related to strategic play. These findings provide a fruitful starting point for improved models of social decision-making, informed by the formal mathematical approach of economics and constrained by known neural mechanisms.
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2

Marden, Jason R., and Jeff S. Shamma. "Game Theory and Control." Annual Review of Control, Robotics, and Autonomous Systems 1, no. 1 (May 28, 2018): 105–34. http://dx.doi.org/10.1146/annurev-control-060117-105102.

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Game theory is the study of decision problems in which there are multiple decision makers and the quality of a decision maker's choice depends on both that choice and the choices of others. While game theory has been studied predominantly as a modeling paradigm in the mathematical social sciences, there is a strong connection to control systems in that a controller can be viewed as a decision-making entity. Accordingly, game theory is relevant in settings with multiple interacting controllers. This article presents an introduction to game theory, followed by a sampling of results in three specific control theory topics where game theory has played a significant role: ( a) zero-sum games, in which the two competing players are a controller and an adversarial environment; ( b) team games, in which several controllers pursue a common goal but have access to different information; and ( c) distributed control, in which both a game and online adaptive rules are designed to enable distributed interacting subsystems to achieve a collective objective.
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3

Askari, Gholamreza, and Madjid Eshaghi Gordji. "Decision Making: Rational Choice or Hyper-Rational Choice." Statistics, Optimization & Information Computing 8, no. 2 (May 28, 2020): 583–89. http://dx.doi.org/10.19139/soic-2310-5070-638.

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In this paper, we provide an interpretation of the rationality in game theory in which player consider the profit or loss of the opponent in addition to personal profit at the game.‎ ‎‎The goal of a game analysis with two hyper-rationality players is to provide insight into real-world situations that are often more complex than a game with two rational players where the choices of strategy are only based on individual preferences. The hyper-rationality does not mean perfect rationality but an insight toward how human decision-makers behave in interactive decisions. ‎‎The findings of this research can help to enlarge our understanding of the psychological aspects of strategy choices in games and also provide an analysis of the decision-making process with cognitive economics approach at the same time.‎ ‎‎‎
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4

Lisowski, Józef. "Optimization-Supported Decision-Making in the Marine Game Environment." Solid State Phenomena 210 (October 2013): 215–22. http://dx.doi.org/10.4028/www.scientific.net/ssp.210.215.

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This paper analyses optimization methods and game theory to support decision making by a navigator when controlling a vessel in various real navigational situations at sea. We have demonstrated the structure of a computer system for supporting manoeuvring decisions by a navigator. Navigational situations of an optimal and game ship control have been classified. We have also described game algorithms for supporting decision-making in a form of non-cooperative and cooperative positional and matrix games, respectively. The considerations have been illustrated with a computer simulation, using the Matlab/Simulink software, of algorithms for determining safe trajectories of a vessel in a real navigational situation at sea.
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Власов, Дмитрий, and Dmitriy Vlasov. "Game-Theoretic Modeling in Practice of Decision-Making." Scientific Research and Development. Economics 6, no. 6 (January 23, 2019): 59–63. http://dx.doi.org/10.12737/article_5c1b6bff770bb7.44461594.

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In recent years application of game-theoretic modeling for decisionmaking in various fields of economic activity became very popular. However not enough researches are conducted for the purpose of determination of adequacy and efficiency of such use, questions of orientation of various game models on the solution of specific objectives of the theory of decision-making are not fully described. The relevance of a subject of article is caused by increase of interests in game theory and game modeling as to the tool of the solution of various problems of decision-making in the conditions of risk and uncertainty. The allocated contexts of application of game theory in practice of decisionmaking formed the basis of the electronic educational resource «Game theory» which became an integral part of vocational training of bachelors in Plekhanov Russian University of Economics. The presented results can be used for improvement of quality of the made decisions.
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6

Temisheva, A. T. "DECISION-MAKING IN RETAIL SALES USING THE METHODS OF GAME THEORY." Business Strategies 8, no. 10 (October 22, 2020): 258–60. http://dx.doi.org/10.17747/2311-7184-2020-10-258-260.

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The paper considers the application of game theory in the process of retail sales by organizations. As a result of the research, the concept of game theory is defined, and methods that can be used for making decisions and choosing strategies in retail trade using game theory are shown. The expediency of using game theory for decision-making in retail sales is proved by the example.
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7

Misyak, Jennifer B., and Nick Chater. "Virtual bargaining: a theory of social decision-making." Philosophical Transactions of the Royal Society B: Biological Sciences 369, no. 1655 (November 5, 2014): 20130487. http://dx.doi.org/10.1098/rstb.2013.0487.

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An essential element of goal-directed decision-making in social contexts is that agents' actions may be mutually interdependent. However, the most well-developed approaches to such strategic interactions, based on the Nash equilibrium concept in game theory, are sometimes too broad and at other times ‘overlook’ good solutions to fundamental social dilemmas and coordination problems. The authors propose a new theory of social decision-making—virtual bargaining—in which individuals decide among a set of moves on the basis of what they would agree to do if they could openly bargain. The core principles of a formal account are outlined (vis-à-vis the notions of ‘feasible agreement’ and explicit negotiation) and further illustrated with the introduction of a new game, dubbed the ‘Boobytrap game’ (a modification on the canonical Prisoner's Dilemma paradigm). In the first empirical data of how individuals play the Boobytrap game, participants' experimental choices accord well with a virtual bargaining perspective, but do not match predictions from a standard Nash account. Alternative frameworks are discussed, with specific empirical tests between these and virtual bargaining identified as future research directions. Lastly, it is proposed that virtual bargaining underpins a vast range of human activities, from social decision-making to joint action and communication.
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8

Souza, W. A. V., and M. C. Malavazi. "Game Theory: An approach through history and its applications." Scientific Electronic Archives 12, no. 1 (February 4, 2019): 138. http://dx.doi.org/10.36560/1212019642.

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Game Theory is a mathematical approach to the study of decision making between individuals when each outcome depends on the decisions of others, ie, one should not make an arbitrary decision, but decide based on what they think the decision of their "opponent" will be, knowing that they think the same. Developed by John von Neumann and Oskar Morgenstern in 1944 in the book Theory of Games and Economic Behavior, it had been very contested since its launch, but the works of a genius named John Nash, winner of the Nobel Prize in economics in 1994, ended these contestations. This work shows that the Game Theory was not limited to the field of economics, but expanded to other areas, such as biology, explaining strategies used by species to survive. As results are presented more than ten models based on the principles of Game Theory, among them the Prisoner's Dilemma, Ice Cream Vendors Game, Clean City Law and Warning Song between Bird.
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9

Marco, AP. "Game theory and the surgeon." Bulletin of the Royal College of Surgeons of England 97, no. 8 (September 2015): 335–37. http://dx.doi.org/10.1308/rcsbull.2015.335.

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10

Setyowati, Putri Budi, Hery Toiba, S. Sujarwo, S. Syafrial, and Condro Puspo Nugroho. "GAME THEORY APPLICATION IN DECISION MAKING OF HORTICULTURE FARMING." Agricultural Social Economic Journal 21, no. 1 (January 31, 2021): 59–64. http://dx.doi.org/10.21776/ub.agrise.2021.021.1.8.

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In running farming system, farmers not only have a role important as owners who land they farm. But also they are as farm managers to make any decisions to face their farming problems under risk and uncertainty. These problems are categorized as internal and external factors related to price fluctuations of agricultural commodities. For that reason, farmers need to consider some strategies to overcome their farming problem for instance by choosing the best commodities that would give them an optimal profit. The maximax, maximin, savage, and laplace criterions were used to analyze decision making of horticulture farmer in determining which best horticultural commodities to plant according to their behaviour and attitude toward farming risk. Thus, horticulture farmer will be able to make a choice whether or not it is potato, cabbage, or, scallion that will be cultivated in the next planting period. Potato farmers are categorized as the optimistic farmer who loves farming risks and they are cautious. While scallion farmers are pessimistic farmers and they are risk averse. In addition, cabbage farmers are the ones who have the least regret.
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11

Li, Weidong, Xiuye Xie, and Huanyu Li. "Situated Game Teaching Through Set Plays: A Curricular Model to Teaching Sports in Physical Education." Journal of Teaching in Physical Education 37, no. 4 (October 1, 2018): 352–62. http://dx.doi.org/10.1123/jtpe.2018-0001.

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Guided by Situated Learning theory, the purpose of this article is to propose an extension to existing game-centered curricular models, named Situated Game Teaching through Set Plays (SGTSP). This proposed model fills in the gaps in the literature on game-centered curricular models by theorizing the concept of game scenarios/match conditions in the coaching literature for physical education, utilizing Situated Learning theory as a theoretical framework to systematically develop a curricular model, and conceptualizing and operationalizing the stimulus-response selection and execution or if–then links decision-making process in teaching sports and games in physical education. This SGTSP model has a potential to advance the curricular development and provide an alternative approach to teach tactical decision making in sports and games in physical education. Future research shall examine the effectiveness of SGTSP curricular model on students’ motivation, tactical decision making, technique development, and game performance. Features of this model and implications for future research will be discussed.
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12

Lee, Daeyeol. "Game theory and neural basis of social decision making." Nature Neuroscience 11, no. 4 (March 26, 2008): 404–9. http://dx.doi.org/10.1038/nn2065.

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13

Shefrin, Hersh. "Behavioral decision making, forecasting, game theory, and role-play." International Journal of Forecasting 18, no. 3 (July 2002): 375–82. http://dx.doi.org/10.1016/s0169-2070(02)00021-3.

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14

Vaziri, Masoud. "Application of Game Theory on Inventory Level Decision Making." International Journal of Business and Economics Research 3, no. 6 (2014): 211. http://dx.doi.org/10.11648/j.ijber.20140306.12.

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15

Anthony di Benedetto, C. "Modeling rationality in marketing decision-making with game theory." Journal of the Academy of Marketing Science 15, no. 4 (December 1987): 22–32. http://dx.doi.org/10.1007/bf02723287.

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16

Seo, Kyoungwon, Hokyoung Ryu, and Jieun Kim. "Can Serious Games Assess Decision-Making Biases?" European Journal of Psychological Assessment 36, no. 1 (January 2020): 44–55. http://dx.doi.org/10.1027/1015-5759/a000485.

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Abstract. The limitations of self-report questionnaires and interview methods for assessing individual differences in human cognitive biases have become increasingly apparent. These limitations have led to a renewed interest in alternative modes of assessment, including for implicit and explicit aspects of human behavior (i.e., dual-process theory). Acknowledging this, the present study was conducted to develop and validate a serious game, “Don Quixote,” for measuring specific cognitive biases: the bandwagon effect and optimism bias. We hypothesized that the implicit and explicit game data would mirror the results from an interview and questionnaire, respectively. To examine this hypothesis, participants ( n = 135) played the serious game and completed a questionnaire and interview in a random order for cross-validation. The results demonstrated that the implicit game data (e.g., response time) were highly correlated with the interview data. On the contrary, the explicit game data (e.g., game score) were comparable to the results from the questionnaire. These findings suggest that the serious game and the underlying intrinsic nature of its game mechanics (i.e., evoking instant responses under time pressure) are of importance for the further development of cognitive bias measures in both academia and practice.
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17

CHEN, YUH-WEN. "A GROUP GAME OF MULTIPLE ATTRIBUTE DECISION MAKING." Asia-Pacific Journal of Operational Research 24, no. 05 (October 2007): 631–45. http://dx.doi.org/10.1142/s0217595907001425.

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Multiple Attribute Decision Making (MADM) problem is a management science technique, which is popularly used to rank the priority of alternatives with respect to their competing attributes. It is popularly used in diverse fields such as engineering management, portfolio selection, transportation planning, and performance evaluation. Weights form the core of MADM: it is obvious that different weights lead to various evaluation results and decisions. Several approaches have been developed for assessing the weights of MADM problems, e.g., the eigenvector method, ELECTRE, and TOPSIS. However, an assessment approach of weights in MADM, which meets both the need of simplicity interface for practitioners and concrete theory for scholars is not easy, and balancing these two aspects is a challenging and tough task. Since the pay-off matrix in game theory could be regarded as a simple interface for data input/output, and very few scholars had ever explored the two-person zero-sum game on MADM problems. In this paper, the weights of a MADM problem are obtained by formulating it as a two-person zero-sum game with multiple decision makers. The group equilibrium solution, i.e., consensus of weights and the resolution steps for such a group MADM game has also been originally developed and validated in this study. Finally, an actual case of selecting the appropriate portfolio decision for a paper company is illustrated.
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18

Gold, Natalie, Andrew M. Colman, and Briony D. Pulford. "Normative theory in decision making and moral reasoning." Behavioral and Brain Sciences 34, no. 5 (October 2011): 256–57. http://dx.doi.org/10.1017/s0140525x11000495.

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AbstractNormative theories can be useful in developing descriptive theories, as when normative subjective expected utility theory is used to develop descriptive rational choice theory and behavioral game theory. “Ought” questions are also the essence of theories of moral reasoning, a domain of higher mental processing that could not survive without normative considerations.
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19

LAZAR, SETH. "Anton's Game: Deontological Decision Theory for an Iterated Decision Problem." Utilitas 29, no. 1 (June 23, 2016): 88–109. http://dx.doi.org/10.1017/s0953820816000236.

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How should deontologists approach decision-making under uncertainty, for an iterated decision problem? In this article I explore the shortcomings of a simple expected value approach, using a novel example to raise questions about attitudes to risk, the moral significance of tiny probabilities, the independent moral reasons against imposing risks, the morality of sunk costs, and the role of agent-relativity in iterated decision problems.
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20

Bukvić, Lucija, Jasmina Pašagić Škrinjar, Borna Abramović, and Vladislav Zitrický. "Route Selection Decision-Making in an Intermodal Transport Network Using Game Theory." Sustainability 13, no. 8 (April 15, 2021): 4443. http://dx.doi.org/10.3390/su13084443.

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Traveling through a transport network, or ordering and delivering packets, involves fundamental decision-making processes which can be approached by game theory: Rather than simply choosing a route, individuals need to evaluate routes in the presence of the congestion resulting from the decisions made by themselves and everyone else. In this paper, a game theory model for resolving route choices in transport network graphs is used. In the process of doing this, discovering a rather unexpected result known as Braess’s paradox, which shows that adding capacity to a network can sometimes actually cause congestion and an increase in transport costs. The decisions are made by non-cooperative players in a game theory environment known as prisoner’s dilemma. These methods are used to analyze routing problems by competing logistics operators on the transport network consisting of three Eastern Adriatic ports and an intermodal terminal in Budapest. The congestion game can be used in route selection regarding a decrease in transport costs for the carriers who are considered as rational players choosing the most sustainable solution.
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DEBNATH, Animesh, Abhirup BANDYOPADHYAY, Jagannath ROY, and Samarjit KAR. "GAME THEORY BASED MULTI CRITERIA DECISION MAKING PROBLEM UNDER UNCERTAINTY: A CASE STUDY ON INDIAN TEA INDUSTRY." Journal of Business Economics and Management 19, no. 1 (May 4, 2018): 154–75. http://dx.doi.org/10.3846/16111699.2017.1401553.

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The long-term evolution of multi agent multi criteria decision making (MCDM) and to obtain sustainable decision a novel methodology is proposed based on evolutionary game theory. In this paper multi agent MCDM is represented as an evolutionary game and the evolutionary strategies are defined as sustainable decisions. Here we consider the problem of decision making in Indian Tea Industry. The agents in this game are essentially Indian Tea Estate owner and Indian Tea board. The replicator dynamics of the evolutionary game are studied to obtain evolutionary strategies which could be defined as sustainable strategies. The multi agent MCDM in Indian Tea Industry is considered under different socio-political and Corporate Social Responsibility scenario and groups of Indian Tea Industry. Again, the impacts of imprecision and market volatility on the outcome of some strategies (decisions) are studied. In this paper the imprecision on the impact of the strategies are modelled as fuzzy numbers whereas the market volatility is taken into account as white noise. Hence the MCDM problem for Indian Tea Industry is modelled as a hybrid evolutionary game. The probabilities of strategies are obtained by solving hybrid evolutionary game and could be represented as a Dempster-Shafer belief structure. The simulation results facilitate the Decision Makers to choose the strategies (decisions) under different type of uncertainty.
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Huang, Dingxuan, Claudio O. Delang, and Yongjiao Wu. "An Improved Lotka–Volterra Model Using Quantum Game Theory." Mathematics 9, no. 18 (September 9, 2021): 2217. http://dx.doi.org/10.3390/math9182217.

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Human decision-making does not conform to the independent decision-making hypothesis from classical decision-making theory. Thus, we introduce quantum decision-making theory into the Lotka–Volterra model (L–V model), to investigate player population dynamics while incorporating the initial strategy, game payoffs and interactive strategies in an open social system. Simulation results show that: (1) initial strategy, entanglement intensity of strategy interaction, and payoffs impact population dynamics; (2) In cooperative coexistence, game players mutually exceed the initial environmental capacity in an open system, but not in competitive coexistence; (3) In competitive coexistence, an initial strategy containing an entanglement intensity of strategies plays a vital role in game outcomes. Furthermore, our proposed model more realistically delineates the characteristics of population dynamics in competitive or cooperative coexistence scenarios.
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23

Shamma, Jeff S. "Game theory, learning, and control systems." National Science Review 7, no. 7 (November 4, 2019): 1118–19. http://dx.doi.org/10.1093/nsr/nwz163.

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Summary Game theory is the study of interacting decision makers, whereas control systems involve the design of intelligent decision-making devices. When many control systems are interconnected, the result can be viewed through the lens of game theory. This article discusses both long standing connections between these fields as well as new connections stemming from emerging applications.
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Czapla, Alina. "THE GAME THEORY IN MANAGEMENT." Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie 20, no. 4 (December 31, 2019): 307–20. http://dx.doi.org/10.5604/01.3001.0014.0325.

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The game theory (GT) is not only a part of mathematics, but also one of the most popular optimization techniques supporting decision making. Its achievements are currently used in many fields. However, this theory has a special place in economics and management. Operating on the market, companies make a number of decisions that resemble a game with moves made by players. It turns out that GT can also be successfully translated into management needs. The aim of the article is to answer the question about the possibilities of using game theory in management. A wide range of applications of this theory has been shown. Limitations related to its use in management were also indicated.
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Stanetić, Vedran. "A proposal of the model of international marketing research as information basis in game theory." Economic Analysis 51, no. 1-2 (June 27, 2018): 18. http://dx.doi.org/10.28934/ea.18.51.12.pp18-36.

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Analyzing the theory of games it can be noticed that the moves and strategy of the players are not sufficiently based on the relevant information. Most often, the only information that game strategy methodologists advocate is rationality, which certainly does not have to be the case in all games. In addition, the greater practical representation of game theory is avoided by the numerous assumptions and limitations set by the particular model of a particular game, and whose practical foundation does not always have to be realistic. An interdisciplinary combination of international marketing research and game theory would create a new quality for one and the other discipline. However, the biggest benefit would be for business or marketing decision makers, especially in industrial marketing. The aim of the paper is to present a new model that, in conditions of globalized business, will provide information support from the international market for business decision making using the theory of games. The proposed model is in the form of an information system for international marketing research in support of business decision-making. The first part of the paper is devoted to the analysis of game theory, in particular the analysis of assumptions and limitations for its greater practical application. A model that would partially overcome the described problems is proposed in the second part of the paper. The methodology used in the paper is also characteristic of marketing research and game theory.
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Lin, Chun Ta. "Solve the Routing Optimization Problems with Foraging Game Theory." Applied Mechanics and Materials 284-287 (January 2013): 3149–53. http://dx.doi.org/10.4028/www.scientific.net/amm.284-287.3149.

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In this research, we propose a Foraging_PSO algorithm, relative to the real competitive environment, to apply particle swarm optimization (PSO) algorithm in dynamic foraging game to solve the vehicle routing problem with time windows (VRPTW). Meanwhile, under the hypothesis of group decision making in a foraging swarm and the hypothesis of each forager also is a predator of the other foragers, through decision selection in this foraging game, an analytical decision process can be obtained to support decision making.
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Zhang, Quan, KeXin Jiang, ManTing Yan, and JiYun Ma. "A Competitive Multiattribute Group Decision-Making Approach for the Game between Manufacturers." Computational Intelligence and Neuroscience 2019 (November 11, 2019): 1–16. http://dx.doi.org/10.1155/2019/8389035.

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Under the competitive market environment, the game between manufacturers comes down to the competitive multiattribute group decision-making problem. In this study, the evaluation information of experts is given in the form of 2-dimension 2-tuple linguistic variables, and an approach is proposed for the competitive multiattribute group decision-making problem based on game theory and evidence theory. Firstly, based on the evidence theory, the attribute values of each situation are obtained by aggregating the 2-dimension 2-tuple linguistic evaluation information given by experts. Secondly, according to the attribute values of every situation, the evidence theory is applied for the second aggregation to obtain the overall values of every situation, and then the game matrix of competitive multiattribute group decision problem is formed. Then, according to the bivariate game matrix, the Nash equilibrium point of competitive multiattribute group decision-making problem is determined based on game theory. Finally, a practical case about the alternative selections for a duopoly problem is used to illustrate the effectiveness and applicability of the proposed approach for the competitive multiattribute group decision-making problem.
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Diamond, George A., Alan Rozanski, and Michael Steuer. "Playing doctor: Application of game theory to medical decision-making." Journal of Chronic Diseases 39, no. 9 (January 1986): 669–77. http://dx.doi.org/10.1016/0021-9681(86)90148-7.

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29

Xiao, Angran. "An application of game theory in distributed collaborative decision making." Frontiers of Mechanical Engineering 14, no. 1 (July 25, 2018): 85–101. http://dx.doi.org/10.1007/s11465-019-0523-4.

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30

Fujimoto, Katsushige. "On Inheritance of Complementarity in Non-Additive Measures Under Bounded Interactions." Journal of Advanced Computational Intelligence and Intelligent Informatics 22, no. 1 (January 20, 2018): 27–33. http://dx.doi.org/10.20965/jaciii.2018.p0027.

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The notions ofk-monotonicity and superadditivity for non-additive measures (e.g., capacity and cooperative games) are used as indices to measure the complementarity of criteria/coalitions in decision-making involving multiple criteria and/or cooperative game theory. To avoid exponential complexity in capacity-based multicriteria decision-making models,k-additive capacities and/or 𝒞-decomposable capacities are often adopted. While, in cooperative game theory, under communication-restricted situations, some coalitions cannot generally be formed. This paper investigates the inheritance of complementary relationships/effects in non-additive measures with restricted domains (or under bounded interactions).
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31

Faizullin, Rinat. "Game Reproduction of the Queuing System as an Economic Laboratory Experiment." SHS Web of Conferences 110 (2021): 01050. http://dx.doi.org/10.1051/shsconf/202111001050.

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This article presents the results of an economic laboratory experiment based on a queuing system. The “classical” problem of the theory of mass service, known as the Erlang problem, with the aim of studying the behavioral theory of games reproduced in this article. It is based on the theory of queuing, which allows the company to avoid inefficient organization of customer service. Considerable attention is paid to the provisions of the behavioral theory of games as a method of making management decisions and their practical application. A mathematical model of decision making studied by queuing theory was compiled. There are Conclusions about the behavior in real economic situations. The experiment presented in the form of a game can be used as an original method of teaching economics.
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Oreagba, Oluwakemi T., Olaleke O. Ogunnaike, and Oladele J. Kehinde. "Capitalizing on Game Theory for Optimal Marketing Decision in Service Industry: Evidence From Telecommunication Industry in Nigeria." SAGE Open 11, no. 2 (April 2021): 215824402110231. http://dx.doi.org/10.1177/21582440211023199.

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This article aims to capitalize on game theoretic techniques for optimal service marketing decision based on existing literature review. The study collated relevant literature and reviewed the relationship that exists between game theory and marketing mix—product, price, place, and promotion within the Telecommunication industry. Using the game theory techniques—prisoner’s dilemma, Cournot model, Bertrand model, quasi-game model, Stackelberg model for making marketing decisions—the article shows that there is a consensus among scholars that game theoretic techniques facilitate product, pricing, promotion, and distribution decision in the service industry. In addition, an integrated marketing mix model was developed to support this study.
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Liu, Lu, Lichuan Zhang, Shuo Zhang, and Sheng Cao. "Multi-UUV Cooperative Dynamic Maneuver Decision-Making Algorithm Using Intuitionistic Fuzzy Game Theory." Complexity 2020 (April 29, 2020): 1–11. http://dx.doi.org/10.1155/2020/2815258.

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In this paper, a multi-unmanned underwater vehicle (UUV) cooperative dynamic maneuver decision-making algorithm is proposed based on the combination of game theory and intuitionistic fuzzy sets. Underwater environments with weak connectivity, underwater noise, and dynamic uncertainties are fully considered through intuitionistic fuzzy sets, which solves one of the main problems in making decisions underwater. Subsequently, the intuitionistic fuzzy multiattribute evaluation of a UUV maneuver strategy is conducted, and the intuitionistic fuzzy payment matrix of the cooperative dynamic maneuver game is obtained. Thereafter, the Nash equilibrium condition is proposed to satisfy the intuitionistic fuzzy total order, and the Nash equilibrium maneuver decision-making model under a dynamic underwater environment is established. Meanwhile, the modified particle swarm optimization method is presented to solve the established problem and find the optimal strategy. Finally, an example is used to verify the superiority of the proposed cooperative dynamic maneuver decision-making algorithm.
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OSIECKA, Gabriela, and Maciej JASIŃSKI. "Solution of Traveler’s Dilemma." Central European Review of Economics and Management 2, no. 3 (September 27, 2018): 173. http://dx.doi.org/10.29015/cerem.502.

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Aim: The aim of the article is to show: 1) that the reasoning of perfectly rational players presented in 1994 by the author of the Traveler's Dilemma Kaushik Basu is incorrect and therefore leads to wrong conclusions, 2) how the reasoning of these players should look like and what solution it leads to. Design / Research methods: Logical analysis. Conclusions / findings: Perfectly rational Traveler’s Dilemma players should use, according to game theory, so-called retrograde (iterative) induction. This is wrong, as in the set of Traveler’s Dilemma games results the principle of transitivity is not met. We believe that perfectly rational players will achieve a better result when they make a random decision from a suitably limited set of decisions. After applying this method of decision making, perfectly rational players will achieve a result similar to those obtained by real players in experiments. Thus, the paradox described in the theory of games disappears, that perfectly rational players achieve worse results than real players Originality / value of the article: A new way of making decisions in the Traveler’s Dilemma game. Implications of the research: A new way of making decisions in other games similar to the Traveler’s Dilemma may allow to find new solutions in these games. Limitations of the research: The described decision-making method can potentially be used in decision-making situations when the following five conditions are met: 1) the set of possible decisions of each player is greater than 2, 2) the winning matrix is known to both players and both know the purpose of their choices, 3) when it is played once with an unknown opponent, 4) when both players have to make their decision without knowing the opponent's choice, 5) when there is no decision, which is a stable balance point or when it is, but its choice means that the player does not achieve a satisfying result.
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Peng, Jin Shuan, Ying Shi Guo, and Yi Ming Shao. "Lane Change Decision Analysis Based on Drivers' Perception-Judgment and Game Theory." Applied Mechanics and Materials 361-363 (August 2013): 1875–79. http://dx.doi.org/10.4028/www.scientific.net/amm.361-363.1875.

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To clearly understand the mechanism of drivers lane-changing decision, based on drivers perception of external information, integrated cognitive judgment and game theory, the decision-making model was established, then the structure and operating mechanism of the model were detailedly analyzed. By introducing game theory-related knowledge, the non-cooperative mixed strategy game between the object vehicle and the following vehicle in the target lane was further discussed. Then, the benefits and Nash equilibrium solution of the participants in the game were deeply researched. Analysis shows that lane-changing decision is composed of information perception and three judgment-decision processes, the factors which would affect decision-making level include information source characteristics, the ability of drivers perception and comprehensive cognitive judgment, driving behavior characteristics and so on. The Nash equilibrium solution of the lane change game is determined by driving safety level, journey time and importance degree of the revenues.
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Zhang, Lin, Xuan Wei huang, and Wei Ming Wu. "The Analysis of Driver's Behavior in Non-Signalized Intersection Based on the Game." Applied Mechanics and Materials 505-506 (January 2014): 1157–62. http://dx.doi.org/10.4028/www.scientific.net/amm.505-506.1157.

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In order to study the driver's decision-making behaviors of the conflict vehicles in non-signalized intersection, according to time refinement, the driver's personality factors and the relative potential factors in the different strategies which affect the driver to make decisions, Based on the dynamic reduplicate game theory, the utility function of the driver's behaviors was built up. As the decision-making behavior by the driver in the process of cross-road, analyzing the different combination of the utility of the driver's decision-making behavior, Nash equilibrium was existed in a single game process, and the driver's optimal decision behaviors in a dynamic game was obtained. The illustration shows that impulse drivers in the decision-making period of time are more willing to choose to accelerate the first strategy; mild drivers prefer to choose acceleration strategy or uniform strategy; cautious drivers prefer to choose to uniform or deceleration strategy.
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Rahmati, Yalda, Alireza Talebpour, Archak Mittal, and James Fishelson. "Game Theory-Based Framework for Modeling Human–Vehicle Interactions on the Road." Transportation Research Record: Journal of the Transportation Research Board 2674, no. 9 (July 17, 2020): 701–13. http://dx.doi.org/10.1177/0361198120931513.

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New application domains have faded the barriers between humans and robots, introducing a new set of complexities to robotic systems. The major impediment is the uncertainties associated with human decision making, which makes it challenging to predict human behavior. A realistic model of human behavior is thus vital to capture humans’ interactive behavior with their surroundings and provide robots with reliable estimates on what is most likely to happen. Focusing on operations of connected and automated vehicles (CAVs) in areas with a high presence of human actors (i.e., pedestrians), this study creates an interactive decision-making framework to predict pedestrians’ trajectories when walking in a shared environment with vehicles and other pedestrians. It develops a game theoretical structure to approximate the movement and directional components of pedestrian motion using the theory of Nash equilibria in non-cooperative games. It also introduces a novel payoff structure to address the inherent uncertainties in human behavior. Ground truth pedestrian trajectories are then used to calibrate the game parameters and evaluate the model’s performance in approximating the motion decisions of human agents in interaction with interfering vehicles and pedestrians. The main contribution of the study is to develop an interactive human–vehicle decision-making framework toward realizing human–vehicle coexistence by capturing the effect of pedestrian–vehicle and pedestrian–pedestrian interactions on choice of walking strategies. The derived knowledge could be used in CAV navigation algorithms to provide the vehicle with more accurate predictions of pedestrian behavior, and in turn, improve CAV motion planning in human-populated areas.
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38

Matthews, Robin, and Ara Yeghaizarian. "Russian Management Style: A Game Theory Approach to Evaluating Decision Making." Journal of East European Management Studies 3, no. 1 (1998): 66–79. http://dx.doi.org/10.5771/0949-6181-1998-1-66.

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39

Runyan, Peng, Wang Heping, Wang Zhengping, and Lin Yu. "Decision-making of Aircraft Optimum Configuration Utilizing Multi-dimensional Game Theory." Chinese Journal of Aeronautics 23, no. 2 (April 2010): 194–97. http://dx.doi.org/10.1016/s1000-9361(09)60204-1.

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40

Castillo, Luis, and Carlos A. Dorao. "Consensual decision-making model based on game theory for LNG processes." Energy Conversion and Management 64 (December 2012): 387–96. http://dx.doi.org/10.1016/j.enconman.2012.06.014.

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41

Deng, Xinyang, Xi Zheng, Xiaoyan Su, Felix T. S. Chan, Yong Hu, Rehan Sadiq, and Yong Deng. "An evidential game theory framework in multi-criteria decision making process." Applied Mathematics and Computation 244 (October 2014): 783–93. http://dx.doi.org/10.1016/j.amc.2014.07.065.

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42

Xiao, Angran, Sai Zeng, Janet K. Allen, David W. Rosen, and Farrokh Mistree. "Collaborative multidisciplinary decision making using game theory and design capability indices." Research in Engineering Design 16, no. 1-2 (September 16, 2005): 57–72. http://dx.doi.org/10.1007/s00163-005-0007-x.

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43

Ma, Junhai, and Yuehong Guo. "Research on Third-Party Collecting Game Model with Competition in Closed-Loop Supply Chain Based on Complex Systems Theory." Abstract and Applied Analysis 2014 (2014): 1–22. http://dx.doi.org/10.1155/2014/750179.

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This paper studied system dynamics characteristics of closed-loop supply chain using repeated game theory and complex system theory. It established decentralized decision-making game model and centralized decision-making game model and then established and analyzed the corresponding continuity system. Drew the region local stability of Nash equilibrium and Stackelberg equilibrium, and a series of chaotic system characteristics, have an detail analysis of the Lyapunov index which is under the condition of different parameter combination. According to the limited rational expectations theory, it established repeated game model based on collection price and marginal profits. Further, this paper analyzed the influence of the parameters by numerical simulations and concluded three conclusions. First, when the collection price is to a critical value, the system will be into chaos state. Second, when the sale price of remanufacturing products is more than a critical value, the system will be in chaos state. Last, the initial value of the collection price is sensitive, small changes may cause fluctuations of market price. These conclusions guide enterprises in making the best decisions in each phase to achieve maximize profits.
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Chen, Yidan, and Lanying Sun. "Trust strategy simulation of corporation–NPO cross alliance using evolutionary game theory." Kybernetes 46, no. 3 (March 6, 2017): 450–65. http://dx.doi.org/10.1108/k-03-2016-0034.

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Purpose The purpose of this paper is to investigate the dynamics and evolution of trust in organizational cross alliances. Design/methodology/approach In alliances between corporations and nonprofit organizations, trust in decision-making is a dynamic process. Using the replicated dynamics model of evolutionary game theory, this paper provides a trust decision model and analyzes four scenarios under different parameters. A numerical simulation is developed to present an intuitive interpretation of the dynamic development of trust decisions and the effects of incentive and punishment mechanisms. Findings Under different parameters, bounded rationality and utilities result in different but stable evolutionary strategies; the initial probability of adopting a trust strategy leads directly to whether participants adopt the strategy when the system reaches stability after continued games; and incentive and punishment mechanisms can significantly reduce the initial probability of adopting a trust strategy where the system evolves to meet stable state needs. Practical implications The establishment of trust relationships is an important influence on the stable and coordinated development of an alliance. The proposed model can help the alliance build closer trust relationships and provide a theoretical basis for the design of the trust mechanism. Originality/value Incentive and punishment bound by some degree of trust are introduced to address the problems of trust decisions and their dynamics; the model created reflects the bounded rationality and utility of each game stage. Useful evolutionary stable strategies using different variables are proposed to address the decision-making problems of trust in cross alliances.
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45

Tebekin, A. V. "METHODS OF MANAGEMENT DECISION-MAKING BASED ON GAME THEORY AS A GROUP OF METHODS OF STRATEGIC DECISION-MAKING CLASS BASED ON THE OPTIMIZATION OF PERFORMANCE INDICATORS." Business Strategies, no. 10 (October 31, 2018): 14–23. http://dx.doi.org/10.17747/2311-7184-2018-10-14-23.

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Within the framework of the General system of management decision-making methods, the role and place of management decision-making methods based on the optimization of performance indicators are shown. The features and areas of application of methods of game theory as a group of methods of the class of strategic decisionmaking based on the optimization of performance indicators are considered. The classification of a group of methods of management decision-making based on the theory of games on the basis of cooperation, symmetry, the value of the total amount, sequence of actions, completeness of information, finiteness of the number of steps, continuity, purity of strategies, type of winning function.
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Degterev, D., and A. Degterev. "Theory of Games and Theory of International Relations." World Economy and International Relations, no. 2 (2011): 79–89. http://dx.doi.org/10.20542/0131-2227-2011-2-79-89.

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The author proposes a historiographical study of the game theory application to the analysis of international negotiations, conditions for modification of multilateral regimes, mechanisms of decision-making in the international organizations. Game theory is a mathematical theory for analysis of strategic behavior (interaction) and it is widely used in the social sciences. It explains the logic of rational behavior of individuals in situations of conflict of interest. Game theory is used by foreign researchers as a method of analysis of international relations. The domestic researchers, however, do not often resorts to it. The “golden age” of game theory was the era of global confrontation between the USSR and the United States.
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Xue, Jian, Ruifeng Gong, Laijun Zhao, Xiaoqing Ji, and Yan Xu. "A Green Supply-Chain Decision Model for Energy-Saving Products That Accounts for Government Subsidies." Sustainability 11, no. 8 (April 12, 2019): 2209. http://dx.doi.org/10.3390/su11082209.

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Government subsidies are a common policy adopted to promote energy conservation and emission reduction. The decision-making that occurs within the green supply chain for energy-saving products under government subsidies is an area of great academic interest and game theory is becoming a popular tool in such research. In this paper, we examined centralized and decentralized decision-making models for the green supply chain and a coordinated decision-making model for revenue-sharing contracts based on game theory. We studied the effects of government subsidies on retail prices, energy conservation levels, market demand, supply chain profits, and social welfare for energy-saving products. We then compared the effectiveness of the three models using a numerical example. Our results revealed the range of contract parameters for which manufacturer and retailer profits increase. Our results show that government subsidies can significantly improve social welfare and promote the improvement of energy-saving products. Centralized decision-making generates higher profits than decentralized decisions and government subsidies were positively correlated with the level of energy conservation, product prices, and market demand. Revenue sharing contract coordination decisions can coordinate the supply chain and achieve the same effect as centralized decisions.
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48

Sun, Yanyong. "Research on Bidding Game and Its Application Based on Copetition Scenario." Mathematical Problems in Engineering 2021 (July 13, 2021): 1–12. http://dx.doi.org/10.1155/2021/9999292.

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Bidding decision is not only a science, an art, but also a game. The more intense the competition, the more important the game. In practice, there is the possibility of collaboration between bidders and even hidden competing behaviors such as bidding rigging. In this study, the optimized low-price bid winning method was discussed, and the characteristics and application of the bidding game under the copetition scenarios were studied. The results show the following: (1) Under the copetition scenario, the rational bidding behavior of bidders will deviate according to the different information advantages, and there is a game of making bidding strategy decisions according to the competitive scenario. (2) There is a close functional relationship between the winning bid result and the evaluation elimination factor, the number of bidders, and the number of bidders who operate bidding rigging. (3) Based on the quotation strategy matrix modeling, it enables the quantitative decision making bid amount, offer score, and deviation risk. This study enriches the theory of quota decision in copetition scenarios and is enlightening for similar business behavior game decisions.
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WU, XU, GUANGHUI SONG, YAN DENG, and LIN XU. "STUDY ON CONVERSION BETWEEN MOMENTUM AND CONTRARIAN BASED ON FRACTAL GAME." Fractals 23, no. 03 (July 31, 2015): 1550025. http://dx.doi.org/10.1142/s0218348x15500255.

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Based on the fractal game which is performed by the majority and the minority, the fractal market theory (FMT) is employed to describe the features of investors' decision-making. Accordingly, the process of fractal games is formed in order to analyze the statistical features of conversion between momentum and contrarian. The result shows that among three fractal game mechanisms, the statistical feature of simulated return rate series is much more similar to log returns on actual series. In addition, the conversion between momentum and contrarian is also extremely similar to real situation, which can reflect the effectiveness of using fractal game in analyzing the conversion between momentum and contrarian. Moreover, it also provides decision-making reference which helps investors develop effective investment strategy.
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Hakli, Raul, Kaarlo Miller, and Raimo Tuomela. "TWO KINDS OF WE-REASONING." Economics and Philosophy 26, no. 3 (October 12, 2010): 291–320. http://dx.doi.org/10.1017/s0266267110000386.

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People sometimes think in terms of ‘we’ referring to a group they belong to. When making decisions, they frame the decision problem as: ‘What should we do?’ instead of ‘What should I do?’. We study one particular approach to such ‘we-reasoning’, economist Michael Bacharach's theory of ‘team reasoning’, and relate it to philosopher Raimo Tuomela's distinction between ‘I-mode’ reasoning and ‘we-mode’ reasoning. We argue that these theories complement each other: Tuomela's philosophical theory provides a conceptual framework augmenting Bacharach's theory, and Bacharach's mathematical results support Tuomela's view on the irreducibility of the we-mode to the I-mode. We-mode reasoning can explain some kinds of human cooperative behaviour left unexplained by standard game theory. Standard game theory is not well-equipped to deal with we-mode reasoning but it can be extended by the methods developed by Bacharach. However, we argue that both standard game theory and Bacharach's theory require more attention to the information-sharing stages that precede actual decision making, and we describe a stage-based model of we-reasoning.
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