博弈中出现的中英文定义词
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><B style="mso-bidi-font-weight: normal"><SPAN style="FONT-FAMILY: 宋体; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">生物亲序:</SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">Orderphilicity by Living Creatures<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p></o:p></FONT></SPAN></B></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><SPAN style="FONT-FAMILY: 宋体; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">【释义】:所有生物在恶劣、未知的环境中都有寻找规律和有序的本能。在博弈中指参与者有从混乱的环境中等待、寻找有序的亲近行为。</SPAN><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><o:p></o:p></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">Definition: All living creatures have the instinct of seeking the rule and the orderliness in a malicious and unknown environment. In games, it refers to the behavioral tendency of the participants to wait for and seek the rule and orderliness in a chaotic environment. <o:p></o:p></FONT></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><FONT face="Times New Roman"><SPAN lang=EN-US style="COLOR: black; mso-bidi-font-size: 10.5pt"><SPAN style="mso-spacerun: yes"> </SPAN></SPAN><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><o:p></o:p></SPAN></FONT></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly; tab-stops: 27.0pt 36.0pt"><B style="mso-bidi-font-weight: normal"><SPAN lang=EN-US style="LETTER-SPACING: -1pt; mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">12</FONT></SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN style="FONT-FAMILY: 宋体; LETTER-SPACING: -1pt; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">、</SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN style="FONT-FAMILY: 宋体; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">粒子行为链:</SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">Particle Behavior Chain<o:p></o:p></FONT></SPAN></B></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><SPAN style="FONT-FAMILY: 宋体; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">【释义】:在博弈对局中为了了解微观粒子的结构特征,就要引进一种实体样本,才能发现粒子的众多特性,比如生物特性、机械特性、随机特性,这些特性构成了博弈行为的主体内容,反映了我们在自然中观察到复杂的行为关系和奇妙的秩序,通过它,可以预先给定概率,本质是一种概率模型。粒子行为链可以使时间放慢了,便于研究者充分分析参与者的行为。</SPAN><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><o:p></o:p></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">Definition: In games, a physical sample must be introduced in order to understand the structural characteristics of the microparticles and the special features of particles, such as biological features, mechanical features, and random features. These features constitute the main content of games, reflecting the complex behavioral relationship and the subtle rules that we observe in the nature. Particle behavior chain provides a given probability and is in essence a probability model. It slows down the time so that researchers can fully analyze the behavior of the participants. <o:p></o:p></FONT></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><o:p><FONT face="Times New Roman"> </FONT></o:p></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><B style="mso-bidi-font-weight: normal"><SPAN lang=EN-US style="LETTER-SPACING: -1pt; mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">16</FONT></SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN style="FONT-FAMILY: 宋体; LETTER-SPACING: -1pt; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">、</SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN style="FONT-FAMILY: 宋体; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">蜉蝣状态论:</SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">Theory of Ephemeral Status<o:p></o:p></FONT></SPAN></B></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><SPAN style="FONT-FAMILY: 宋体; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">【释义】:它是性质的现象,是表面的、表象的、局部的结构所作出来的主观的、理性的没有科学根基的、非本质的一种表象实在性的理论。</SPAN><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><o:p></o:p></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">Definition: The phenomena of characteristics, it is a nonessential theory of representational substantiality, made on the basis of the superficial, representational and local structure, which is subjective and rational, without any scientific foundation. <o:p></o:p></FONT></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><o:p><FONT face="Times New Roman"> </FONT></o:p></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><B style="mso-bidi-font-weight: normal"><SPAN lang=EN-US style="LETTER-SPACING: -1pt; mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">22</FONT></SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN style="FONT-FAMILY: 宋体; LETTER-SPACING: -1pt; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">、</SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN style="FONT-FAMILY: 宋体; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">行为携灵现象:</SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">Phenomena of Phantom-carrying Behavior <o:p></o:p></FONT></SPAN></B></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><SPAN style="FONT-FAMILY: 宋体; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">【释义】:在博弈中,决策人的行为出现的不尽人意的结果,人们用信仰、迷信、神话去解释它的最终现象,就像一个心理主义的幽灵、一个轻飘的形象携有负灵。</SPAN><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><o:p></o:p></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">Definition: In games, when the behavior of the decision maker brings unsatisfying results, people use beliefs, superstition and myths to explain the final phenomena, like a psychological phantom and a ghost-carrying image. <o:p></o:p></FONT></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><o:p><FONT face="Times New Roman"> </FONT></o:p></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; TEXT-ALIGN: left; mso-line-height-rule: exactly" align=left><B style="mso-bidi-font-weight: normal"><SPAN lang=EN-US style="LETTER-SPACING: -1pt; mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">31</FONT></SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN style="FONT-FAMILY: 宋体; LETTER-SPACING: -1pt; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">、</SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN style="FONT-FAMILY: 宋体; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">决策粒子二特性:</SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">Two Special Features of Decision-making Particles<o:p></o:p></FONT></SPAN></B></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; TEXT-ALIGN: left; mso-line-height-rule: exactly" align=left><SPAN style="FONT-FAMILY: 宋体; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">【释义】:<SPAN style="COLOR: black">外在的自然世界和决策人想象的世界图景合二为一,这有一个决策点、一个核,出现了一个中介和二特性对局现象。决策人根据粒子状态的有序确定了未来的粒子位置,当决策人的意向在飞秒瞬间离开历史上的现实粒子状态之后,期望中的那个粒子和遥远的一个自然特性的粒子便随机地产生了,决策人就开始生物特性与随机特性对局了。决策人把决策未来期望的粒子并入了粒子的历史,其实未来将出现与此对局的那个粒子的特性是一个粒子未来的随机特性,我称这个现象为决策粒子二特性,也是产生概率的琴弦。</SPAN></SPAN><SPAN lang=EN-US style="COLOR: black; mso-bidi-font-size: 10.5pt"><o:p></o:p></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; TEXT-ALIGN: left; mso-line-height-rule: exactly" align=left><SPAN lang=EN-US style="COLOR: black; mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">Definition: The external natural world and the world in the perception of the decision maker are merged into one, through a decision-making point and a core, resulting in the confrontation between one intermediary and two special features. On the basis of the orderliness of the particles, the decision maker determines the future position of particles. When the decision-maker’s will, in a indefinite transience, departs from the practical particle condition in the history, the particle in his expectation and the remote particle of natural characteristics randomly come into being, initiating the confrontation between the biological feature and the random feature. The decision maker integrates the particle which determines the future expectation into the history of particles, while in fact the special feature of its confrontational particle in the future is the random feature of that particle. I name this phenomenon the two special features of decision-making particles, which are the chord of probability. <o:p></o:p></FONT></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; TEXT-ALIGN: left; mso-line-height-rule: exactly" align=left><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><o:p><FONT face="Times New Roman"> </FONT></o:p></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><B style="mso-bidi-font-weight: normal"><SPAN lang=EN-US style="LETTER-SPACING: -1pt; mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">32</FONT></SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN style="FONT-FAMILY: 宋体; LETTER-SPACING: -1pt; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">、</SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN style="FONT-FAMILY: 宋体; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">因特悖论:</SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">Paradox of Intel<o:p></o:p></FONT></SPAN></B></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><SPAN style="FONT-FAMILY: 宋体; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">【释义】:决策人沿着一条有道理的、无懈可击的博弈分配结果的道路走下去,但是最后发现是一条有障碍的路。我们把这种现象称为因特悖论。</SPAN><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><o:p></o:p></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">Definition: The decision maker walks along a justified and unassailable road of games distribution results only to find that it is filled with obstacles. This phenomenon is called Paradox of Intel.<o:p></o:p></FONT></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><o:p><FONT face="Times New Roman"> </FONT></o:p></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><B style="mso-bidi-font-weight: normal"><SPAN lang=EN-US style="LETTER-SPACING: -1pt; mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">34</FONT></SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN style="FONT-FAMILY: 宋体; LETTER-SPACING: -1pt; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">、</SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN style="FONT-FAMILY: 宋体; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">直立崩溃:</SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman"><SPAN style="mso-spacerun: yes"> </SPAN>Upright Collapse <o:p></o:p></FONT></SPAN></B></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><SPAN style="FONT-FAMILY: 宋体; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">【释义】:在博弈对局进行的时候,<SPAN style="COLOR: black">如果一个人在游戏中途停止,称为直立崩溃,结果使一个人是国,负在国里,负又在正的对边。中途退出意味着一个人失败。</SPAN></SPAN><SPAN lang=EN-US style="COLOR: black; mso-bidi-font-size: 10.5pt"><o:p></o:p></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><SPAN lang=EN-US style="COLOR: black; mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">Definition: Throughout the confrontation of a game, if one quits midway, this is called upright collapse. As a result, one becomes Guo and fails in Guo. Midway quitting means failure. <o:p></o:p></FONT></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><SPAN lang=EN-US style="COLOR: black; mso-bidi-font-size: 10.5pt"><o:p><FONT face="Times New Roman"> </FONT></o:p></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; mso-line-height-rule: exactly"><B style="mso-bidi-font-weight: normal"><SPAN lang=EN-US style="LETTER-SPACING: -1pt; mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">40</FONT></SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN style="FONT-FAMILY: 宋体; LETTER-SPACING: -1pt; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">、</SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN style="FONT-FAMILY: 宋体; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">行为沼泽:</SPAN></B><B style="mso-bidi-font-weight: normal"><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">Behavioral Marsh<o:p></o:p></FONT></SPAN></B></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; TEXT-ALIGN: left; mso-line-height-rule: exactly" align=left><SPAN style="FONT-FAMILY: 宋体; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'; mso-hansi-font-family: 'Times New Roman'">【释义】:</SPAN><SPAN style="FONT-FAMILY: 宋体; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'">行为沼泽是用图示法和文字方法描述博弈粒子的行为实景,因为博弈这个深奥的领域,数学家的公式不能作为工具,用现有的定理计算未来还没有计算出什么结果,只有依据行为沼泽模型上的狭窄痕迹表现出的对局才能找到决策的结果,把模型横转</SPAN><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">90º</FONT></SPAN><SPAN style="FONT-FAMILY: 宋体; mso-bidi-font-size: 10.5pt; mso-ascii-font-family: 'Times New Roman'">,很相似沼泽地。</SPAN><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><o:p></o:p></SPAN></P>
<P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; LINE-HEIGHT: 16pt; TEXT-ALIGN: left; mso-line-height-rule: exactly" align=left><SPAN lang=EN-US style="mso-bidi-font-size: 10.5pt"><FONT face="Times New Roman">Definition: Behavioral marsh is the behavioral live-action that uses graphics and text to describe game particles. This is because in the profound field of games, mathematicians’ functions do not suffice to get a calculation result for the future and only through the confrontation presented by the scarce trace of the behavioral marsh model can one find the result of decision making. Rotated by 90º, the model highly resembles a marshland. <o:p></o:p></FONT></SPAN></P> 什么东西啊?好高深
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