6 resultados para Game on circle
em Biblioteca Digital da Produção Intelectual da Universidade de São Paulo
Resumo:
When a stable matching rule is used for a college admission market, questions on incentives facing agents of both sides of the market naturally emerge. This note states and proves four important results which fill a gap in the theory of incentives for the college admission model. Two of them have never been demonstrated but have been used along the years and are responsible for the success that this theory has had in explaining empirical economic phenomena.
Resumo:
We find conditions for two piecewise 'C POT.2+V' homeomorphisms f and g of the circle to be 'C POT.1' conjugate. Besides the restrictions on the combinatorics of the maps (we assume that the maps have bounded combinatorics), and necessary conditions on the one-side derivatives of points where f and g are not differentiable, we also assume zero mean-nonlinearity for f and g.
Resumo:
We study the thermodynamic properties of a certain type of space-inhomogeneous Fermi and quantum spin systems on lattices. We are particularly interested in the case where the space scale of the inhomogeneities stays macroscopic, but very small as compared to the side-length of the box containing fermions or spins. The present study is however not restricted to "macroscopic inhomogeneities" and also includes the (periodic) microscopic and mesoscopic cases. We prove that - as in the homogeneous case - the pressure is, up to a minus sign, the conservative value of a two-person zero-sum game, named here thermodynamic game. Because of the absence of space symmetries in such inhomogeneous systems, it is not clear from the beginning what kind of object equilibrium states should be in the thermodynamic limit. However, we give rigorous statements on correlations functions for large boxes. (C) 2012 American Institute of Physics. [http://dx.doi.org/10.1063/1.4763465]
Resumo:
We report the detection of CoRoT-23b, a hot Jupiter transiting in front of its host star with a period of 3.6314 +/- 0.0001 days. This planet was discovered thanks to photometric data secured with the CoRoT satellite, combined with spectroscopic radial velocity (RV) measurements. A photometric search for possible background eclipsing binaries conducted at CFHT and OGS concluded with a very low risk of false positives. The usual techniques of combining RV and transit data simultaneously were used to derive stellar and planetary parameters. The planet has a mass of M-p = 2.8 +/- 0.3 M-Jup, a radius of R-pl = 1.05 +/- 0.13 R-Jup, a density of approximate to 3 gcm(-3). RV data also clearly reveal a nonzero eccentricity of e = 0.16 +/- 0.02. The planet orbits a mature G0 main sequence star of V = 15.5 mag, with a mass M-star = 1.14 +/- 0.08 M-circle dot, a radius R-star = 1. 61 +/- 0.18 R-circle dot and quasi-solar abundances. The age of the system is evaluated to be 7 Gyr, not far from the transition to subgiant, in agreement with the rather large stellar radius. The two features of a significant eccentricity of the orbit and of a fairly high density are fairly uncommon for a hot Jupiter. The high density is, however, consistent with a model of contraction of a planet at this mass, given the age of the system. On the other hand, at such an age, circularization is expected to be completed. In fact, we show that for this planetary mass and orbital distance, any initial eccentricity should not totally vanish after 7 Gyr, as long as the tidal quality factor Q(p) is more than a few 10(5), a value that is the lower bound of the usually expected range. Even if CoRoT-23b features a density and an eccentricity that are atypical of a hot Jupiter, it is thus not an enigmatic object.
Resumo:
The concept of metacontingency was taught to undergraduate students of Psychology by using a "game" simulation proposed originally by Vichi, Andery and Glenn (2009). Twenty-five students, distributed into three groups were exposed to six experimental sessions in which they had to make bets and divide the amounts gained. The three groups competed against each other for photocopies quotas. Two contingencies shifted over the sessions. Under Contingency B, the group would win points only if in the previous round each member had received the same amount of points and under Contingency A, winning was contingent on an unequal distribution of the points. We observed that proportional divisions predominated independent of the contingency in course. The manipulation of cultural consequences (winning or losing points) produced consistent modifications in two response categories: 1) choices of the value bet in each round, and 2) divisions of the points among group members. Controlling relations between cultural consequences and the behavior of dividing were statistically significant in one of the groups, whereas in the other two groups controlling relations were observed only in Contingency B. A review of the reinforcement criteria used in the original experiment is suggested.
Resumo:
This study explores educational technology and management education by analyzing fidelity in game-based management education interventions. A sample of 31 MBA students was selected to help answer the research question: To what extent do MBA students tend to recognize specific game-based academic experiences, in terms of fidelity, as relevant to their managerial performance? Two distinct game-based interventions (BG1 and BG2) with key differences in fidelity levels were explored: BG1 presented higher physical and functional fidelity levels and lower psychological fidelity levels. Hypotheses were tested with data from the participants, collected shortly after their experiences, related to the overall perceived quality of game-based interventions. The findings reveal a higher overall perception of quality towards BG1: (a) better for testing strategies, (b) offering better business and market models, (c) based on a pace that better stimulates learning, and (d) presenting a fidelity level that better supports real world performance. This study fosters the conclusion that MBA students tend to recognize, to a large extent, that specific game-based academic experiences are relevant and meaningful to their managerial development, mostly with heightened fidelity levels of adopted artifacts. Agents must be ready and motivated to explore the new, to try and err, and to learn collaboratively in order to perform.