a b s t r a c tAs one of the best-known examples of the paradox of backward induction, centipede games have prompted a host of studies with various approaches and explanations (McKelvey and initial plays observed in experiments, this paper attempts to offer another explanation based on thorough study of level-k models as applied to these games. Borrowing ideas from the cognitive hierarchy model , the authors constructed a group of models based on levels of rationality, and also tested for various assumptions on the play of the most naïve player type in these models. It was found that level-k models generally perform better than the agent quantal response equilibrium (AQRE) model and its variant with altruistic player types for increasing-pie centipede games, while the AQRE model with altruistic player types performs better in constant-pie games.
We present the experimental results of cheap-talk games with private information. We systematically compare various equilibrium refinement theories and bounded rationality models such as level-k analysis in explaining our experimental data. As in the previous literature, we find that when interests between sender and receiver are aligned, informative communication frequently arises. While babbling equilibrium play is observed more frequently in conflicting interest cases, a substantial number of players tend to choose truth-telling and credulous play. We also find that level-k analysis outperforms equilibrium refinement theories in explaining this phenomenon. Our results also confirm the existence of the "truth bias" and "truth-detection bias" reported in communication theory.
This paper proposes a novel assistive system for the visually impaired. The system is composed of a Microsoft Kinect sensor, keypad-type controller, tactile device, laptop computer and so on. The system can recognize three-dimensional objects from depth data generated by the Kinect sensor, and inform visually impaired users not only about the existence of objects, but also about their classes such as chairs and upward stairs. Ordinarily, the system works as a conventional white cane. When a user instructs the system to find the object of a particular class, the system executes the recognition scheme that is designed to find the instructed object. If the object is found in the field of view of the Kinect sensor, the tactile device provides vibration feedback. The recognition schemes are applied to actual scenes. The experimental results indicate that the system is promising as means of helping the visually impaired find the desired objects.
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