20 resultados para Game world

em Archivo Digital para la Docencia y la Investigación - Repositorio Institucional de la Universidad del País Vasco


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The paper adapts a non cooperative game presented by Dagan, Serrano and Volij (1997) for bankruptcy problems to the context of TU veto balanced games. We investigate the relationship between the Nash outcomes of a noncooperative game and solution concepts of cooperative games such as the nucleolus, kernel and the egalitarian core.

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Published as an article in: European Economic Review, 2008, vol. 52, issue 1, pages 1-27.

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We consider a job contest in which candidates go through interviews (cheap talk) and are subject to reference checks. We show how competitive pressure - increasing the ratio of "good" to "bad" type candi- dates - can lead to a vast increase in lying and in some cases make bad hires more likely. As the number of candidates increases, it becomes harder to in- duce truth-telling. The interview stage becomes redundant if the candidates, a priori, know each others' type or the result of their own reference check. Finally, we show that the employer can bene t from committing not to reject all the applicants.

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Differently from previous studies of tag-based cooperation, we assume that individuals fail to recognize their own tag. Due to such incomplete information, the action taken against the opponent cannot be based on similarity, although it is still motivated by the tag displayed by the opponent. We present stability conditions for the case when individuals play unconditional cooperation, unconditional defection or conditional cooperation. We then consider the removal of one or two strategies. Results show that conditional cooperators are the most resilient agents against extinction and that the removal of unconditional cooperators may lead to the extinction of unconditional defectors.

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In 1972, Maschler, Peleg and Shapley proved that in the class of convex the nucleolus and the kernel coincide. The only aim of this note is to provide a shorter, alternative proof of this result.

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[ES] El presente trabajo presenta una experiencia aplicada que pretende conocer las opiniones, de los agentes sociales que rodean a los jóvenes deportistas, para la promoción de valores. A través de la actividad del World Café, los agentes sociales implicados en el deporte escolar aportaron orientaciones enfocadas a mejorar la calidad educativa del deporte. Un grupo de 56 participantes [padres/madres (8), árbitros (8), profesores de educación física (8), entrenadores (8), deportistas de élite (8), deportistas escolares (8) y representantes institucionales (8)] debatieron, desde su perspectiva, cómo consideraban que podían ayudar en la promoción de valores en los contextos deportivos escolares en los que participan. Entre los resultados más relevantes destacan, la necesidad de concretar desde el propio centro escolar los valores que se pretenden promocionar a través del deporte; en segundo lugar, la importancia de llevar a cabo una coordinación entre los agentes directos que rodean a los jóvenes deportistas; y finalmente, llevar a cabo una formación dirigida a monitores y padres/madres, que les permita adquirir herramientas adecuadas para la promoción de valores.

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Eguíluz, Federico; Merino, Raquel; Olsen, Vickie; Pajares, Eterio; Santamaría, José Miguel (eds.)

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[EN]This work analyzes the problem of community structure in real-world networks based on the synchronization of nonidentical coupled chaotic Rössler oscillators each one characterized by a defined natural frequency, and coupled according to a predefined network topology. The interaction scheme contemplates an uniformly increasing coupling force to simulate a society in which the association between the agents grows in time. To enhance the stability of the correlated states that could emerge from the synchronization process, we propose a parameterless mechanism that adapts the characteristic frequencies of coupled oscillators according to a dynamic connectivity matrix deduced from correlated data. We show that the characteristic frequency vector that results from the adaptation mechanism reveals the underlying community structure present in the network.

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Rule the World es una aplicación para móviles Android. Consiste en introducir al jugador en una realidad aumentada, mediante el uso de su localización, debe de recoger diferentes objetos para darles diferentes usos, como llevarlos equipados, usarlos para construir otros objetos o enviárselos a amigos. En el siguiente documento se muestra el completo desarrollo de este proyecto, como se ha realizado la gestión, en que partes se ha dividido, la planificación que se ha llevado para realizar el trabajo, el análisis que se hizo de la aplicación, junto con su diseño, como se ha realizado el desarrollo y las pruebas. Este proyecto ha servido para afianzar conocimientos adquiridos a lo largo del grado, como el desarrollo de bases de datos, seguridad y arquitecturas y algoritmos software. Pero también ha servido para aprender nuevas cosas, como programar para un sistema diferente, utilizar elementos poco vistos en el grado, como la geolocalización y los mapas.

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Roughly one half of World's languages are in danger of extinction. The endangered languages, spoken by minorities, typically compete with powerful languages such as En- glish or Spanish. Consequently, the speakers of minority languages have to consider that not everybody can speak their language, converting the language choice into strategic,coordination-like situation. We show experimentally that the displacement of minority languages may be partially explained by the imperfect information about the linguistic type of the partner, leading to frequent failure to coordinate on the minority language even between two speakers who can and prefer to use it. The extent of miscoordination correlates with how minoritarian a language is and with the real-life linguistic condition of subjects: the more endangered a language the harder it is to coordinate on its use, and people on whom the language survival relies the most acquire behavioral strategies that lower its use. Our game-theoretical treatment of the issue provides a new perspective for linguistic policies.

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This chapter studies multilingual democratic societies with highly developed economies. These societies are assumed to have two languages with official status: language A, spoken by every individual, and language B, spoken by the bilingual minority. We emphasize that language rights are important, but the survival of the minority language B depends mainly on the actual use bilinguals make of B. The purpose of the present chapter is to study some of the factors affecting the bilingual speakers language choice behaviour. Our view is that languages with their speech communities compete for speakers just as fi rms compete for market share. Thus, the con ict among the minority languages in these societies does not take the rough expressions such as those studied in Desmet et al. (2012). Here the con flict is more subtle. We model highly plausible language choice situations by means of choice procedures and non-cooperative games, each with different types of information. We then study the determinants of the bilinguals ' strategic behaviour with regard to language. We observe that the bilinguals' use of B is shaped, essentially, by linguistic conventions and social norms that are developed in situations of language contact.

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El trabajo consiste en el desarrollo del juego de los topos en HTML5. El objetivo del juego es golpear los topos antes de que se escondan para ir consiguiendo la mayor cantidad de puntos sin que se agoten las vidas.

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Effects of context on the perception of, and incidental memory for, real-world objects have predominantly been investigated in younger individuals, under conditions involving a single static viewpoint. We examined the effects of prior object context and object familiarity on both older and younger adults' incidental memory for real objects encountered while they traversed a conference room. Recognition memory for context-typical and context-atypical objects was compared with a third group of unfamiliar objects that were not readily named and that had no strongly associated context. Both older and younger adults demonstrated a typicality effect, showing significantly lower 2-alternative-forced-choice recognition of context-typical than context-atypical objects; for these objects, the recognition of older adults either significantly exceeded, or numerically surpassed, that of younger adults. Testing-awareness elevated recognition but did not interact with age or with object type. Older adults showed significantly higher recognition for context-atypical objects than for unfamiliar objects that had no prior strongly associated context. The observation of a typicality effect in both age groups is consistent with preserved semantic schemata processing in aging. The incidental recognition advantage of older over younger adults for the context-typical and context-atypical objects may reflect aging-related differences in goal-related processing, with older adults under comparatively more novel circumstances being more likely to direct their attention to the external environment, or age-related differences in top-down effortful distraction regulation, with older individuals' attention more readily captured by salient objects in the environment. Older adults' reduced recognition of unfamiliar objects compared to context-atypical objects may reflect possible age differences in contextually driven expectancy violations. The latter finding underscores the theoretical and methodological value of including a third type of objects-that are comparatively neutral with respect to their contextual associations-to help differentiate between contextual integration effects (for schema-consistent objects) and expectancy violations (for schema-inconsistent objects).

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Fenómenos como la globalización y la tecnología traen consigo cambios que están alterando las reglas del juego en el mundo empresarial. La protagonista del panorama actual es la innovación y para trabajar en ello las claves del éxito son la motivación, el trabajo en equipo y un rol directivo que evolucione hacia el papel de Líder-Coach-Facilitador, afirmando la importancia de los factores organizacionales. Bajo estas premisas, a lo largo del documento se analizan las áreas organizativas de trabajo en equipo, de comunicación, de liderazgo y de motivación, reflejadas en una empresa referente como es IBERDROLA, que profundiza y recopila los aspectos mencionados en su modelo de competencias al que denomina Programa SAVIA. A partir de ahí y siguiendo el camino de la mejora continua, se plantearán unas propuestas personales.