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concept:copy-cat-strategyCopy-cat strategy
Game-theoretic strategy reflecting pure interaction; basis for understanding universal computation through interaction in Geometry of Interaction.
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Concepts (2)
concept
- Dynamic model connecting logic to geometry through explicit treatment of information flow and interaction; demonstrates emergent logical complexity from simple copy-cat processes.
- partial involutionsassociated_withFixed-point free partial injective functions used as simple reversible dynamical processes in Geometry of Interaction.
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.
- By playing both sides against an opponent and copying moves, one guarantees a win, mirroring the disjunction's logical structure in an interactive process.
- Hofstadter & Mitchell's analogy-making model illustrating intelligence as abstract mapping.
- Mere copying of tokens between paired positions suffices to simulate all partial recursive functions and model higher-order logics.
- Verbatim: 'the copy-cat strategy can be seen as a dynamic version of the tautology A ∨¬A.'
- Rhetorical question introducing principle 10, i.e., that self-sustaining systems are the ultimate exit strategy.
- The approach of learning from demonstrations, often assuming a single agent; Paul Christiano used 'mimicry'.
- Veloso’s interpretation of the Fun Palace diagram as an open-game infrastructure that encourages emergent play.