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Kagan, Igor
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Kagan, Igor
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Kagan, Igor
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Kagan, I.
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2019Book Chapter [["dc.bibliographiccitation.firstpage","204"],["dc.bibliographiccitation.lastpage","219"],["dc.bibliographiccitation.volume","11454"],["dc.contributor.author","Unakafov, Anton M."],["dc.contributor.author","Schultze-Gerlach, Thomas"],["dc.contributor.author","Kagan, Igor"],["dc.contributor.author","Moeller, Sebastian"],["dc.contributor.author","Gail, Alexander"],["dc.contributor.author","Treue, Stefan"],["dc.contributor.author","Eule, Stephan"],["dc.contributor.author","Wolf, Fred"],["dc.contributor.editor","Kaufmann, P."],["dc.contributor.editor","Castillo, P."],["dc.date.accessioned","2019-07-30T07:45:17Z"],["dc.date.available","2019-07-30T07:45:17Z"],["dc.date.issued","2019"],["dc.description.abstract","A Transparent game is a game-theoretic setting that takes action visibility into account. In each round, depending on the relative timing of their actions, players have a certain probability to see their partner’s choice before making their own decision. This probability is determined by the level of transparency. At the two extremes, a game with zero transparency is equivalent to the classical simultaneous game, and a game with maximal transparency corresponds to a sequential game. Despite the prevalence of intermediate transparency in many everyday interactions such scenarios have not been sufficiently studied. Here we consider a transparent iterated Prisoner’s dilemma (iPD) and use evolutionary simulations to investigate how and why the success of various strategies changes with the level of transparency. We demonstrate that non-zero transparency greatly reduces the set of successful memory-one strategies compared to the simultaneous iPD. For low and moderate transparency the classical “Win - Stay, Lose - Shift” (WSLS) strategy is the only evolutionary successful strategy. For high transparency all strategies are evolutionary unstable in the sense that they can be easily counteracted, and, finally, for maximal transparency a novel “Leader-Follower” strategy outperforms WSLS. Our results provide a partial explanation for the fact that the strategies proposed for the simultaneous iPD are rarely observed in nature, where high levels of transparency are common."],["dc.identifier.doi","10.1007/978-3-030-16692-2_14"],["dc.identifier.uri","https://resolver.sub.uni-goettingen.de/purl?gro-2/62176"],["dc.language.iso","en"],["dc.publisher","Springer"],["dc.publisher.place","hm"],["dc.relation.crisseries","Lecture Notes in Computer Science"],["dc.relation.isbn","978-3-030-16691-5"],["dc.relation.isbn","978-3-030-16692-2"],["dc.relation.ispartof","Applications of Evolutionary Computation. Applications of Evolutionary Computation."],["dc.relation.ispartofseries","Lecture Notes in Computer Science;"],["dc.relation.issn","0302-9743"],["dc.relation.issn","1611-3349"],["dc.title","Evolutionary Successful Strategies in a Transparent iterated Prisoner’s Dilemma"],["dc.type","book_chapter"],["dc.type.internalPublication","yes"],["dspace.entity.type","Publication"]]Details DOI2020Journal Article [["dc.bibliographiccitation.journal","Frontiers in Psychology"],["dc.bibliographiccitation.volume","11"],["dc.contributor.author","Wilson, Vanessa A. D."],["dc.contributor.author","Kade, Carolin"],["dc.contributor.author","Moeller, Sebastian"],["dc.contributor.author","Treue, Stefan"],["dc.contributor.author","Kagan, Igor"],["dc.contributor.author","Fischer, Julia"],["dc.date.accessioned","2021-04-14T08:23:49Z"],["dc.date.available","2021-04-14T08:23:49Z"],["dc.date.issued","2020"],["dc.description.abstract","Following the expanding use and applications of virtual reality in everyday life, realistic virtual stimuli are of increasing interest in cognitive studies. They allow for control of features such as gaze, expression, appearance, and movement, which may help to overcome limitations of using photographs or video recordings to study social responses. In using virtual stimuli however, one must be careful to avoid the uncanny valley effect, where realistic stimuli can be perceived as eerie, and induce an aversion response. At the same time, it is important to establish whether responses to virtual stimuli mirror responses to depictions of a real conspecific. In the current study, we describe the development of a new virtual monkey head with realistic facial features for experiments with nonhuman primates, the “Primatar.” As a first step toward validation, we assessed how monkeys respond to facial images of a prototype of this Primatar compared to images of real monkeys (RMs), and an unrealistic model. We also compared gaze responses between original images and scrambled as well as obfuscated versions of these images. We measured looking time to images in six freely moving long-tailed macaques (Macaca fascicularis) and gaze exploration behavior in three rhesus macaques (Macaca mulatta). Both groups showed more signs of overt attention to original images than scrambled or obfuscated images. In addition, we found no evidence for an uncanny valley effect; since for both groups, looking times did not differ between real, realistic, or unrealistic images. These results provide important data for further development of our Primatar for use in social cognition studies and more generally for cognitive research with virtual stimuli in nonhuman primates. Future research on the absence of an uncanny valley effect in macaques is needed, to elucidate the roots of this mechanism in humans."],["dc.identifier.doi","10.3389/fpsyg.2020.01645"],["dc.identifier.uri","https://resolver.sub.uni-goettingen.de/purl?gro-2/81057"],["dc.language.iso","en"],["dc.notes.intern","DOI Import GROB-399"],["dc.publisher","Frontiers Media S.A."],["dc.relation.eissn","1664-1078"],["dc.rights","http://creativecommons.org/licenses/by/4.0/"],["dc.title","Macaque Gaze Responses to the Primatar: A Virtual Macaque Head for Social Cognition Research"],["dc.type","journal_article"],["dc.type.internalPublication","yes"],["dspace.entity.type","Publication"]]Details DOI