Modeling games from the 20th century

20世纪游戏建模

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Abstract

A scientific framework is described in which scientists are cast as problem-solvers, and problems as solved when data are mapped to models. This endeavor is limited by finite attentional capacity which keeps depth of understanding complementary to breadth of vision; and which distinguishes the process of science from its products, scientists from scholars. All four aspects of explanation described by Aristotle trigger, function, substrate, and model are required for comprehension. Various modeling languages are described, ranging from set theory to calculus of variations, along with exemplary applications in behavior analysis.

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