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


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

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In real life strategic interactions, decision-makers are likely to entertain doubts about the degree of optimality of their play. To capture this feature of real choice-making, we present here a model based on the doubts felt by an agent about how well is playing a game. The doubts are coupled with (and mutually reinforced by) imperfect discrimination capacity, which we model here by means of similarity relations. We assume that each agent builds procedural preferences de ned on the space of expected payoffs-strategy frequencies attached to his current strategy. These preferences, together with an adaptive learning process lead to doubt-based selection dynamic systems. We introduce the concepts of Mixed Strategy Doubt Equilibria, Mixed Strategy Doubt-Full Equilibria and Mixed Strategy Doubtless Equilibria and show the theoretical and the empirical relevance of these concepts.

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Binmore and Samuelson (1999) have shown that perturbations (drift) are crucial to study the stability properties of Nash equilibria. We contribute to this literature by providing a behavioural foundation for models of evolutionary drift. In particular, this article introduces a microeconomic model of drift based on the similarity theory developed by Tversky (1977), Kahneman and Tversky (1979) and Rubinstein (1988),(1998). An innovation with respect to those works is that we deal with similarity relations that are derived from the perception that each agent has about how well he is playing the game. In addition, the similarity relations are adapted to a dynamic setting. We obtain different models of drift depending on how we model the agent´s assessment of his behaviour in the game. The examples of the ultimatum game and the chain-store game are used to show the conditions for each model to stabilize elements in the component of Nash equilibria that are not subgame- perfect. It is also shown how some models approximate the laboratory data about those games while others match the data.

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Drift appears to be crucial to study the stability properties of Nash equilibria in a component specifying different out-of-equilibrium behaviour. We propose a new microeconomic model of drift to be added to the learning process by which agents find their way to equilibrium. A key feature of the model is the sensitivity of the noisy agent to the proportion of agents in his player population playing the same strategy as his current one. We show that, 1. Perturbed Payoff-Positive and PayoffMonotone selection dynamics are capable of stabilizing pure non strict Nash equilibria in either singleton or nonsingleton component of equilibria; 2. The model is relevant to understand the role of drift in the behaviour observed in the laboratory for the Ultimatum Game and for predicting outcomes that can be experimentally tested. Hence, the selection dynamics model perturbed with the proposed drift may be seen as well as a new learning tool to understand observed behaviour.

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[ES] El objetivo de este artículo es analizar el papel que desempeñan las innovaciones en la actividad económica. En este sentido, se muestra la relación que existe entre innovaciones y crecimiento económico, como objetivo esencial actual de la política económica para reducir el desempleo y aumentar el bienestar social.

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We assume that 2 x 2 matrix games are publicly known and that players perceive a dichotomous characteristic on their opponents which defines two types for each player. In turn, each type has beliefs concerning her opponent's types, and payoffs are assumed to be type-independent. We analyze whether the mere possibility of different types playing different strategies generates discriminatory equilibria. Given a specific information structure we find that in equilibrium a player discriminates between her types if and only if her opponent does so. We also find that for dominant solvable 2x2 games no discriminatory equilibrium exists, while under different conditions of concordance between players' beliefs discrimination appears for coordination and for competitive games. A complete characterization of the set of Bayesian equilibria is provided.

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160 p. (Bibliogr. 141-160)

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We study the language choice behavior of bilingual speakers in modern societies, such as the Basque Country, Ireland andWales. These countries have two o cial languages:A, spoken by all, and B, spoken by a minority. We think of the bilinguals in those societies as a population playing repeatedly a Bayesian game in which, they must choose strategically the language, A or B, that might be used in the interaction. The choice has to be made under imperfect information about the linguistic type of the interlocutors. We take the Nash equilibrium of the language use game as a model for real life language choice behavior. It is shown that the predictions made with this model t very well the data about the actual use, contained in the censuses, of Basque, Irish and Welsh languages. Then the question posed by Fishman (2001),which appears in the title, is answered as follows: it is hard, mainly, because bilingual speakers have reached an equilibrium which is evolutionary stable. This means that to solve fast and in a re ex manner their frequent language coordination problem, bilinguals have developed linguistic conventions based chie y on the strategy 'Use the same language as your interlocutor', which weakens the actual use of B.1

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En este artículo presentamos un juego de rol sobre negociación climática internacional que ha sido diseñado por los autores. El juego ha sido utilizado tanto en la universidad, con alumnos que están cursando los mismos estudios, como en cursos de verano con alumnos de diferentes niveles de formación (estudiantes de grado o master, estudiantes de doctorado e investigadores postdoctorales) y áreas de conocimiento (economía, derecho, ingeniería, arquitectura, biología,.. etc.). Se muestra, además, cómo encaja el juego en el proceso de aprendizaje por competencias, así como los beneficios que tiene el uso de juegos, y concretamente juegos de rol o “role-playing” en la docencia. A través del juego, los alumnos asumen el rol de representante institucional de un país y viven, en primera persona, los pormenores de una negociación internacional sobre Cambio Climático.

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Deep neural networks have recently gained popularity for improv- ing state-of-the-art machine learning algorithms in diverse areas such as speech recognition, computer vision and bioinformatics. Convolutional networks especially have shown prowess in visual recognition tasks such as object recognition and detection in which this work is focused on. Mod- ern award-winning architectures have systematically surpassed previous attempts at tackling computer vision problems and keep winning most current competitions. After a brief study of deep learning architectures and readily available frameworks and libraries, the LeNet handwriting digit recognition network study case is developed, and lastly a deep learn- ing network for playing simple videogames is reviewed.

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In the recent history of psychology and cognitive neuroscience, the notion of habit has been reduced to a stimulus-triggered response probability correlation. In this paper we use a computational model to present an alternative theoretical view (with some philosophical implications), where habits are seen as self-maintaining patterns of behavior that share properties in common with self-maintaining biological processes, and that inhabit a complex ecological context, including the presence and influence of other habits. Far from mechanical automatisms, this organismic and self-organizing concept of habit can overcome the dominating atomistic and statistical conceptions, and the high temporal resolution effects of situatedness, embodiment and sensorimotor loops emerge as playing a more central, subtle and complex role in the organization of behavior. The model is based on a novel "iterant deformable sensorimotor medium (IDSM)," designed such that trajectories taken through sensorimotor-space increase the likelihood that in the future, similar trajectories will be taken. We couple the IDSM to sensors and motors of a simulated robot, and show that under certain conditions, the IDSM conditions, the IDSM forms self-maintaining patterns of activity that operate across the IDSM, the robot's body, and the environment. We present various environments and the resulting habits that form in them. The model acts as an abstraction of habits at a much needed sensorimotor "meso-scale" between microscopic neuron-based models and macroscopic descriptions of behavior. Finally, we discuss how this model and extensions of it can help us understand aspects of behavioral self-organization, historicity and autonomy that remain out of the scope of contemporary representationalist frameworks.

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[EUS] Balioek eta jarrerek garrantzia handia dute edozein testuingurutan. Hori dela eta, lan hau Lehen Hezkuntzako lehenengo mailan errespetua, autonomia eta bizikidetza arauak lantzeko proposamena da, ikasleen balio eta jarreretan aldaketa eta hobekuntza jakina eragiteko asmoz. Oinarri teoriko batetik sortutako esku-hartzeak, 12 jarduera ditu, pre-testa, post-testa eta balioak bizirik irauteko amaierako rol-jokoa, beste batzuen artean. Praktikan jarritako interbentziotik emaitzak eta ondorioak atera dira, proposatutakoak ikasleengan zer-nolako eragina izan duen eta ondorioz, haien ezaugarrietarako egokia izan den azalduz, besteak beste.

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[eus] Lan hau 3 urteko umeen gelan egindako ikerketa bat da, bertan, jolas tradizionalak praktikan jarriko dira eta hauek umeen emozioetan duten eragina aztertuko da. Horretarako ikerketa hau 3 fase desberdinetan planteatu dugu: lehenengo pausua, jolas tradizionalak irudien bidez zer diren azaltzea izan da; ondoren, kontinente desberdinetako jolas tradizional batzuk burutu egin ditugu; eta, jarraian, umeak sentitu dutena marrazki batean adierazi dute. Praktikatutako jardueren barne logika aztertu dugu, espazio, denbora, harremanak eta objektuak eta umeek marraztutako marrazkiekin erlazionatu ditugu.

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Recent player tracking technology provides new information about basketball game performance. The aim of this study was to (i) compare the game performances of all-star and non all-star basketball players from the National Basketball Association (NBA), and (ii) describe the different basketball game performance profiles based on the different game roles. Archival data were obtained from all 2013-2014 regular season games (n = 1230). The variables analyzed included the points per game, minutes played and the game actions recorded by the player tracking system. To accomplish the first aim, the performance per minute of play was analyzed using a descriptive discriminant analysis to identify which variables best predict the all-star and non all-star playing categories. The all-star players showed slower velocities in defense and performed better in elbow touches, defensive rebounds, close touches, close points and pull-up points, possibly due to optimized attention processes that are key for perceiving the required appropriate environmental information. The second aim was addressed using a k-means cluster analysis, with the aim of creating maximal different performance profile groupings. Afterwards, a descriptive discriminant analysis identified which variables best predict the different playing clusters. The results identified different playing profile of performers, particularly related to the game roles of scoring, passing, defensive and all-round game behavior. Coaching staffs may apply this information to different players, while accounting for individual differences and functional variability, to optimize practice planning and, consequently, the game performances of individuals and teams.