This dissertation is an exploratory research on non-traditional game theory and the corresponding game logic.Non-traditional game theory refers to the theory which does not follow the expected utility(EU)theory.The traditional game theory assumes that the players always seek to maximize their own interests.although the players’preference are embedded in game,the basis of their inlaid preference is the EU theory,This method brings great convenience to the abstraction of real game,and improves game theory in progress.However,the limitations of traditional game theory have been gradually highlighted in the application of game theory and the corresponding game logic’s construction:this kind of abstract method ignores the "emotional attitude" of the players in game.Game players are finite rational participants and they are not fully complied with EU theory.When players in game,they will have"emotional attitude" from various reasons,and the floating of "emotional attitude"will cause their preference change.The game logic which is based on traditional game theory also catches its limitations.Therefore,the further development of game theory and game logic needs to overcome this fundamental defect.On the basis of sorting out the origin of the problem and studying the current situation both in China and abroad,this paper has done the following work in view of the problems and limitations of traditional game theory:(1)Based on the generally accepted definition of attitudes,determines that the attitude factors of the players meet three dimensions:emotion,behavioral intention and epistemic part,and what is the "Logic of Game with Emotional attitude ".With the idea of emotional attitude,we can analyze the three dimensional attitudes of game players in game.After pointing out the division between traditional game theory and non-traditional game theory,it points out that the focus of traditional game theory is confined to second dimension and third dimension of attitude.This is because the traditional game theory based on the EU theory.Preference indicates the tendency of the players to some situations,and the tendency is not distinguishable from the epistemic aspects of all kinds of information in the game.All the questions have led the research of traditional game theory to the latter two dimensions of the attitudes from game players.This paper represents that the attitude of players in game should not ignore the role of the first dimension.Therefore,the concept of ’"emotional attitude" should be introduced into the dynamic game model.(2)This dissertation summarizes the difficult analysis of the traditional game theory.First,it describes the first attempt of the non-traditional game theory on the emotional attitude of the game players-the "RDEU" theory which is based on the prospect theory.This theory explains the importance of emotional attitude to the analysis of realistic game phenomenon.Based on this relationship,the author proposes that the main cause of game players’emotional attitude is the certain action.These actions are called "trigger actions" that trigger players’emotions.At the same time,such action in similar game scenarios can be grouped into a set,which is called"special action set".The production of special action set cannot be discussed separately from the experience of game players.And the "experience" advocated by the inductive game theory is also crucial to the study of the players’ attitude.In game theory,game players’ emotional attitude generates temporary changes in preferences.Emotional attitude will greatly increase players’ probability of deviating from certain preferences.Therefore,there is an organic connection between actions,emotional attitude and preferences.The author uses this kind of organic connection to define the EAP(Emotional Attitude Preference)method,which is referred to the EAP analysis mechanism.(3)This dissertation interprets the limitations of the "Parikh’s" traditional game logic,and fully affirms its simplicity,at the same time it points out that it is inappropriate to consider the two people’s "zero-sum" game.Then it discusses the preference logic system considering player’ preference and episteme,all the indications point out many problems of the classical preference system,as well as the advancement of some artificial intelligologists at the present stage.It clarifies the problem of the single person with multi-preference system and explain the properties of the system and the conflicts of preference.These interpretations and the advance of previous systems are based on the semantics of possible worlds and the special possible world semantics-domain semantics.(4)This dissertation analyzes and interprets the concept of the "update" logic system,and explains the importance of the concept-update to the technological transformation of game players’ preference change.There are three ways of update.And the three ways based on the idea of update are public announcement,public suggestion and possible worlds’ rearrangement.Under the help of update logic,it interprets a kind of game logic under the single emotional attitude(SEA/Simple Emotional Attitude)which is described to illustrate the advantages of this kind of game logic and also the limitations of its "embedded" method handling the players’emotional attitude.According to these findings,the author proposes a minimum game logic system-EAP logic system for action,emotional attitude and preference changes.According to the possible world’s semantics and the establishment of the EAP analysis mechanism,the system shows that the emotional attitudes of the game players will change by the reason of the action,and then it will be the reason of players’ preference changes.Logic system shows that the result of this change is non-deterministic,which is not the same as the traditional theory’s expectation,and further explains the richness of the system with respect to the embedded system.(5)In this dissertation,we use EAP analysis mechanism and EAP logic to analyze the attitude of game players in some applied fields in a widely way.There are no lack of discussions on computer network security,the EAP analysis the virus propagation model and the interpretation of new anti-virus technology-“network decoy or trap technology",so as to explain the practical application of EAP.And the EAP analysis is used to explain the "Aliaas paradox" and compared the result with RDEU theory.Later,we use EAP to interpret the attitudes in some other fields.Finally,the Skinner’s psychology theory has justified the EAP analysis mechanism coincidently,such that the point starts from psychology and recursively go back to psychology.Through all the research work above,we can get three basic conclusions:(1)There are many problems in the theory of maximization utility theory in traditional game theory.The definition of attitude and the introduction of game players’emotional attitudes have a remedial effect on the shortcomings of traditional game theory.(2)The EAP analysis mechanism cannot be divorced from traditional game theory and game logic.Many research achievements of traditional theory are of great significance to the advancement of EAP.For example,the concept of inductive game theory and the update concept proposed in preference logic.(3)The analysis of EAP is not limited to game theory and game logic,and its effectiveness can be extended to many fields such as applied science and engineering. |