In the context of simple situations, then simple solutions would work. But in the cases of complex, multi-level situations, how can a group explore outcomes and choose the best decision? In reality, the amount of outcomes stemming from a single decision is infinite and unquantifiable. So as a group, how can a solution be devised that addresses the multi-level situation while not blatantly ignoring the multiple outcomes available? Coevolutionary gaming is a scenario-based activity that allows a group to explore all possibilities and the effects of each decision made. The term co-evolution is not a new idea. It stems from the ideology of evolutionary biology, which focuses on how species (defined as the predator and the prey) interact, adapt, …show more content…
Coevolutionary gaming, just like any other behavioral model, has its limitations. The first and most important limitation stems from the unknown aspect of Johari window. Although practice makes perfect, not every situation, action, idea, and scenario is predicted. In rare scenarios, the extraordinary happens and seeing as how a group cannot prepare for such cases, coevolutionary gaming would be deemed pointless. Another limitation stems from the blind spot aspect. This limitation is problematic because one cannot determine and predict all actions, ideas, and moves from the mind of another person. One can only assume what is being though out. Unless the group has the ability to mind-read, this limitation poses a problem. With these limitations, certain groups would not prosper and be successful or communicative within coevolutionary gaming. A group that has many individuals operating under a façade aspect, or choosing to withhold information will not have effective communication meaning that the coevolutionary gaming would be pointless for this group. For example, if the group is determining which route is the best route to invade a nearby community and one knows of a rebel group stationed within that route but chooses not to share their knowledge, that withholding of information not only hinders the group but stunts the
In order to address the above components, five decision making steps have to be put in place, these are; being attentive, being intelligent, being reasonable, being responsible, and being reflective. The first step, being attentive, involves evaluating the whole situation and coming up with the data and information about the problem at hand. In so doing the following questions are viewed; what facts to bear in mind, what direction to take so as to get the expected solution, and what is the main issue to work on. In the second step, being intelligent, the information is clearly studied to determine whether the collected data is revealing the correct details concerning the problem. Determine the stakeholde...
In the completion of this computer tournament, Tit for Tat achieved the highest score against all other strategies and was proven to be the better strategy in the prisoners dilemma. According to Axelrod, there were four properties that will make a strategy successful. The first being the ability to cooperate as long as the opponent was willing to cooperate and this is turn would avoid unnecessary conflicts. The second being provocation by defecting once the other opponent has defected. Thirdly, forgiveness, whereas the player was able to revert back to cooperation after being provoking to their opponent. Lastly, allowing for the players strategies to be clearly understood to allow for the other player to recognize their plans and course of action as to adapt to this pattern. Other factors making Tit for Tat so successful was it was robust, thus having strength to beat all strategies that it came up against. Tit for Tat also had stability whereas it could not be invaded by any other strategies. Also Tit for Tat was viable in that it worked successfully amongst all other strategies. All other program strategies that did not possess these properties were unsuccessful.
Some people you meet can have a major impact on your life and change it for better or for worse. Rainsfords (a man who likes to hunt dangerous animals) life was greatly changed in both a good way and a bad way by a man who lives on a tiny island in a big house named General Zaroff. Rainsford ended up on this island after he fell of a yacht he was on to go hunt an animal somewhere else but ended up swimming his way up to the shore of an island. But after about a day of being on the island Rainsford was being hunted down. While Rainsford was trying his hardest to survive on the island he was on he found a way to escape to the mainland where General Zaroff was to try and get a way off the island back to civilization. The points in this story will be somehow related to my thesis statement in ¨The Most Dangerous Game” by Richard Connell, Zaroff teaches Rainsford how it feels to be like the hunted and not the hunter.
Turman, P. (October 13, 2000b). Group Decision Making & Problem Solving: Group Communication [Lecture] Cedar Falls, IA. University of Northern Iowa, Communication Studies Department.
To achieve win-win outcomes, it is essential to separate the people from the problem. Thus, it is important to "Face the problem, not the people. The basic approach is to deal with the people as human beings and with the problem on its merits" (Fisher,Ury & Patton,1991, p.40-41).
In the given course I am doing a comprehensive literature review of ‘cooperative game theory in the field of supply chain management.’ Cooperative game theory comes in nature when more than two parties in the supply chain network come together and form alliances to gain more payoffs as compared to what they were obtaining alone.
Ever since you were a child you have unknowingly used game theory. When your parents gave you the option to choose a candy bar, your brain started thinking of all the possibilities that depended on which candy you chose. You would think which one would taste better, make your feel better, and maybe be healthier for you. In the end, you would narrow your choices down to one piece of candy and eat it happily. Game theory is the use of theory to think through all of the positive and negative possibilities that could happen in a problem and try to maximize the positive. Game theory is not just one theory, throughout the years is has spread into six main games. These games are: zero sum games, non-zero sum games, simultaneous move games, sequential move games, one-shot games, and repeated games. Each of these games will be covered more in depth in this essay, with the exception of zero-sum games. Dalton will be writing about the zero-sum game in his essay.
Proactive management of the decision-making process can minimize the threat of groupthink compromising the quality of decisions. Managers can place importance of having a wide variety of options and idea brought to the table. Encouraging employees to thoroughly analyze all aspects of the options, from the moral and ethical implications, to the response they can expect from their opposition. With each decision appoint one or more group member to play devil’s advocate to the suggested options, ask that person to analyze and make a case against each of the suggestions (Sims & Sauser, 2013). Rotate this position throughout the group so that one person is not refuting the groups ideas consistently. Continually encouraging and rewarding contrasting views can hedge the complacency groups fall into after working together for periods of time. Management should be active listeners in the decision-making process being careful to not assert their preference towards a certain option to avoid the group conforming to the preferences of their superiors before the options are fully analyzed (Rose, 2011). Finally, after a decision has been made and the analysis has been completed before implementing or going public with the idea reconvene and go through the choose plan of action one last time to ensure that new information has not become available and
Some of the characteristics seen in collaborative leadership are shared problem-solving and decision making. In order to come to a mutual decision between group members, the...
"In the day to day business of organizational life, decision making is seldom the logical, rational, systematic process suggested by the management textbooks. It does not unfold in identifiable stages where a problem is defined, alternative solutions are generated, the alternatives are weighed against a known criterion, and a choice is made (1998, p. 50)."
...influences on the stakeholders and evaluating various arguments, one is able to formulate a solution that will result in the best possible outcome.
“Decision making is a process of first diverging to explore the possibilities and then converging on a solution(s). The Latin root of the word decision means "to cut off from all alternatives". This is what you should do when you decide.” (Kotelnikov, 2008). In fact, the decision making process helps reduce doubt and uncertainty about alternative choices to allow individual to choose the best reasonable choice. In addition, the decision making process can make the difference between a successful and an unsuccessful organization. Consequently, management tries to use the best techniques and tools possible to make the best decision. Nowadays, most organizations seem to think that they have the most effective and efficient decision making process. So what are the different styles of decision making processes have organizations implemented? In order to answer this question, the team members will investigate and observe the decision-making processes most prevalent in their organization. As a result, these papers will first compare and contrast the problem identification and formulation styles in the team members’ organizations. Then the most favorable aspects of each style will be discussed to describe a process by which a problem can be identified and described to stakeholders in a manner that is sensitive to their perspective.
Make the decision through the integration of ideas and data, and negotiation and prioritization of ideas
Video games are commonly known as games that you play for fun or as a hobby, but what if this fun could turn into your profession. Most video games started out as arcade games played to reach the highest score. People played with a "fistful of quarters" each day to try and reach the top of the score board. A prime example of someone who is well known on the high score board is Billy Mitchell. In the documentary, King of Kong: A fistful of quarters, Billy stated,
Problem-solving approaches presented by Takahashi, Adler et al. and Ruffolo et al. have six similar steps. They all include steps of identifying the problem, analyzing the problem, coming up with some solutions, evaluating the solutions, implementing the solution in action, and evaluating the outcome of the solution. Three approaches all give a useful procedure to solve a problem in group.