A simulation study of learning a structure: Mike's Bike Commuting

Mamoru Kaneko, Jeffrey J. Kline, Eizo Akiyama, Ryuichiro Ishikawa

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)

Abstract

This paper undertakes a simulation study of a player's learning about the structure of a game situation. In a simple 1-person example called Mike's Bike Commuting, we simulate the process in which Mike experiences and accumulates memories about the structure of Mike's town. It is the basic requirement that to keep an experience as a long-term memory, Mike needs enough repetitions of that experience. By the choice of our simple and casual example, we can discuss relevant time spans for learning. The limit case of Mike's learning as time tends to infinity is of little relevance to the problem of learning. We find that the concept of "marking" introduced by Kaneko-Kline is important for obtaining sufficient structural knowledge in a reasonable time span. Our study shows that Mike's learning can change drastically with the concept. We also consider Mike's learning about his preferences from his experiences, where we meet various new conceptual problems.

Original languageEnglish
Title of host publicationSIMULTECH 2012 - Proceedings of the 2nd International Conference on Simulation and Modeling Methodologies, Technologies and Applications
Pages208-217
Number of pages10
Publication statusPublished - 2012
Externally publishedYes
Event2nd International Conference on Simulation and Modeling Methodologies, Technologies and Applications, SIMULTECH 2012 - Rome
Duration: 2012 Jul 282012 Jul 31

Other

Other2nd International Conference on Simulation and Modeling Methodologies, Technologies and Applications, SIMULTECH 2012
CityRome
Period12/7/2812/7/31

Fingerprint

Simulation Study
Data storage equipment
Memory Term
Accumulate
Learning
Person
Infinity
Tend
Game
Sufficient
Experience
Requirements
Concepts

Keywords

  • Inductive game theory
  • Learning
  • Long-term memory
  • Preferences
  • Short-term memory
  • Social simulation

ASJC Scopus subject areas

  • Computational Theory and Mathematics
  • Computational Mathematics
  • Modelling and Simulation

Cite this

Kaneko, M., Kline, J. J., Akiyama, E., & Ishikawa, R. (2012). A simulation study of learning a structure: Mike's Bike Commuting. In SIMULTECH 2012 - Proceedings of the 2nd International Conference on Simulation and Modeling Methodologies, Technologies and Applications (pp. 208-217)

A simulation study of learning a structure : Mike's Bike Commuting. / Kaneko, Mamoru; Kline, Jeffrey J.; Akiyama, Eizo; Ishikawa, Ryuichiro.

SIMULTECH 2012 - Proceedings of the 2nd International Conference on Simulation and Modeling Methodologies, Technologies and Applications. 2012. p. 208-217.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Kaneko, M, Kline, JJ, Akiyama, E & Ishikawa, R 2012, A simulation study of learning a structure: Mike's Bike Commuting. in SIMULTECH 2012 - Proceedings of the 2nd International Conference on Simulation and Modeling Methodologies, Technologies and Applications. pp. 208-217, 2nd International Conference on Simulation and Modeling Methodologies, Technologies and Applications, SIMULTECH 2012, Rome, 12/7/28.
Kaneko M, Kline JJ, Akiyama E, Ishikawa R. A simulation study of learning a structure: Mike's Bike Commuting. In SIMULTECH 2012 - Proceedings of the 2nd International Conference on Simulation and Modeling Methodologies, Technologies and Applications. 2012. p. 208-217
Kaneko, Mamoru ; Kline, Jeffrey J. ; Akiyama, Eizo ; Ishikawa, Ryuichiro. / A simulation study of learning a structure : Mike's Bike Commuting. SIMULTECH 2012 - Proceedings of the 2nd International Conference on Simulation and Modeling Methodologies, Technologies and Applications. 2012. pp. 208-217
@inproceedings{edb6f5edbfa84d3798a58b472e24851f,
title = "A simulation study of learning a structure: Mike's Bike Commuting",
abstract = "This paper undertakes a simulation study of a player's learning about the structure of a game situation. In a simple 1-person example called Mike's Bike Commuting, we simulate the process in which Mike experiences and accumulates memories about the structure of Mike's town. It is the basic requirement that to keep an experience as a long-term memory, Mike needs enough repetitions of that experience. By the choice of our simple and casual example, we can discuss relevant time spans for learning. The limit case of Mike's learning as time tends to infinity is of little relevance to the problem of learning. We find that the concept of {"}marking{"} introduced by Kaneko-Kline is important for obtaining sufficient structural knowledge in a reasonable time span. Our study shows that Mike's learning can change drastically with the concept. We also consider Mike's learning about his preferences from his experiences, where we meet various new conceptual problems.",
keywords = "Inductive game theory, Learning, Long-term memory, Preferences, Short-term memory, Social simulation",
author = "Mamoru Kaneko and Kline, {Jeffrey J.} and Eizo Akiyama and Ryuichiro Ishikawa",
year = "2012",
language = "English",
isbn = "9789898565204",
pages = "208--217",
booktitle = "SIMULTECH 2012 - Proceedings of the 2nd International Conference on Simulation and Modeling Methodologies, Technologies and Applications",

}

TY - GEN

T1 - A simulation study of learning a structure

T2 - Mike's Bike Commuting

AU - Kaneko, Mamoru

AU - Kline, Jeffrey J.

AU - Akiyama, Eizo

AU - Ishikawa, Ryuichiro

PY - 2012

Y1 - 2012

N2 - This paper undertakes a simulation study of a player's learning about the structure of a game situation. In a simple 1-person example called Mike's Bike Commuting, we simulate the process in which Mike experiences and accumulates memories about the structure of Mike's town. It is the basic requirement that to keep an experience as a long-term memory, Mike needs enough repetitions of that experience. By the choice of our simple and casual example, we can discuss relevant time spans for learning. The limit case of Mike's learning as time tends to infinity is of little relevance to the problem of learning. We find that the concept of "marking" introduced by Kaneko-Kline is important for obtaining sufficient structural knowledge in a reasonable time span. Our study shows that Mike's learning can change drastically with the concept. We also consider Mike's learning about his preferences from his experiences, where we meet various new conceptual problems.

AB - This paper undertakes a simulation study of a player's learning about the structure of a game situation. In a simple 1-person example called Mike's Bike Commuting, we simulate the process in which Mike experiences and accumulates memories about the structure of Mike's town. It is the basic requirement that to keep an experience as a long-term memory, Mike needs enough repetitions of that experience. By the choice of our simple and casual example, we can discuss relevant time spans for learning. The limit case of Mike's learning as time tends to infinity is of little relevance to the problem of learning. We find that the concept of "marking" introduced by Kaneko-Kline is important for obtaining sufficient structural knowledge in a reasonable time span. Our study shows that Mike's learning can change drastically with the concept. We also consider Mike's learning about his preferences from his experiences, where we meet various new conceptual problems.

KW - Inductive game theory

KW - Learning

KW - Long-term memory

KW - Preferences

KW - Short-term memory

KW - Social simulation

UR - http://www.scopus.com/inward/record.url?scp=84867696445&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=84867696445&partnerID=8YFLogxK

M3 - Conference contribution

AN - SCOPUS:84867696445

SN - 9789898565204

SP - 208

EP - 217

BT - SIMULTECH 2012 - Proceedings of the 2nd International Conference on Simulation and Modeling Methodologies, Technologies and Applications

ER -