Ethan Kennerly, Andreas Witzel, Jonathan A. Zvesper
{"title":"小偷的信念","authors":"Ethan Kennerly, Andreas Witzel, Jonathan A. Zvesper","doi":"10.1109/ICEGIC.2009.5293592","DOIUrl":null,"url":null,"abstract":"In this paper, we will substantiate our previous discussion [3] by describing an actual implementation of the pseudocode given there and providing a detailed description of an experiment setup intended to test our conjectures about the increase in entertainment value resulting from exploiting higher-order beliefs. Before conducting the actual experiment, we are planning a small pilot study with 6 subjects in the control group and 6 subjects in the experimental group.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"13 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Thief belief\",\"authors\":\"Ethan Kennerly, Andreas Witzel, Jonathan A. Zvesper\",\"doi\":\"10.1109/ICEGIC.2009.5293592\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this paper, we will substantiate our previous discussion [3] by describing an actual implementation of the pseudocode given there and providing a detailed description of an experiment setup intended to test our conjectures about the increase in entertainment value resulting from exploiting higher-order beliefs. Before conducting the actual experiment, we are planning a small pilot study with 6 subjects in the control group and 6 subjects in the experimental group.\",\"PeriodicalId\":328281,\"journal\":{\"name\":\"2009 International IEEE Consumer Electronics Society's Games Innovations Conference\",\"volume\":\"13 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2009-08-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2009 International IEEE Consumer Electronics Society's Games Innovations Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICEGIC.2009.5293592\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICEGIC.2009.5293592","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
In this paper, we will substantiate our previous discussion [3] by describing an actual implementation of the pseudocode given there and providing a detailed description of an experiment setup intended to test our conjectures about the increase in entertainment value resulting from exploiting higher-order beliefs. Before conducting the actual experiment, we are planning a small pilot study with 6 subjects in the control group and 6 subjects in the experimental group.