claim
active
claim:the-copy-cat-strategy-is-a-dynamic-version-of-the-tautology-a-aThe copy-cat strategy is a dynamic version of the tautology A∨¬A
By playing both sides against an opponent and copying moves, one guarantees a win, mirroring the disjunction's logical structure in an interactive process.
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Findings (1)
finding
- The set of classical probability distributions, ordered by Bayesian projections, forms a dcpo with least element the uniform distribution and max elements pure states; Shannon entropy is a measurement of type Delta^n -> [0,∞).
Related by similarity (8)
cosine ≥ 0.65 · no typed edgeEntities in the same semantic neighborhood but without a typed relation to this one — candidates for new edges or unrecognized duplicates.
- Game-theoretic strategy reflecting pure interaction; basis for understanding universal computation through interaction in Geometry of Interaction.
- Verbatim: 'the copy-cat strategy can be seen as a dynamic version of the tautology A ∨¬A.'
- Mere copying of tokens between paired positions suffices to simulate all partial recursive functions and model higher-order logics.
- The circular definition in RL where rewards reinforce behaviors that secure rewards, e.g., going to a cafe because coffee is rewarding.
- The idea that copy-cat strategies are dynamic counterparts to classical tautologies like A∨¬A.
- §4 Discussion.
- The central research question explored, by way of examples, throughout the paper.
- Veloso’s interpretation of the Fun Palace diagram as an open-game infrastructure that encourages emergent play.