965 resultados para Game model


Relevância:

60.00% 60.00%

Publicador:

Resumo:

RESUMO: O Futsal é uma modalidade em plena ascensão e com crescente popularidade em Portugal e no Mundo, com a particularidade de ser a modalidade com mais praticantes femininos em Portugal. Neste relatório pretendo apresentar a forma como interpreto o jogo e o treino de Futsal, aplicando os conhecimentos alcançados ao longo de dois anos de estudo da modalidade, no meu percurso académico e nos seis anos como treinador principal. Ao longo do relatório irei evidenciar os aspectos fundamentais da minha visão sobre o processo de treino através da elaboração de um Modelo de Jogo coerente e adequado à realidade do Grupo Desportivo Cultural e Recreativo Zambujeira e Serra do Calvo, no escalão de Júnior “A”. Cabe ao treinador a criação de um Modelo de Jogo a atingir, em que este irá direccionar todo o processo de treino através de intervenções ajustadas à jogadora de acordo com situação em que está inserida. Ao longo do processo de treino, o treinador tem que saber observar e analisar os contextos em que o clube, equipa e competição se inserem, de modo a que consiga elaborar e dotar o planeamento de uma flexibilidade desejável. ABSTRACT: The Futsal is a sport booming in popularity in Portugal and the World, with the distinction of being the sport with more female athlete’s in Portugal. In this report, I intend to present the way I play the game of Futsal, by training and applying the knowledge, achieved over two years of studying the sport during my academic background and over six years as head coach. Throughout the report will highlight the fundamental aspects of my vision of the training process by developing a coherent model of game and suitable for the reality of the Cultural and Recreational Sports Group Zambujeira E Serra do Calvo in Junior "A" team. It is the coach responsibility to create a game model to be achieved this is the model that will direct the entire training process through adjusted interventions to the player according to the situation in which it operates. Throughout the training process, the coach has to know how to observe and analyze the contexts in which the club, team and competition is been held, so he can prepare and provide the planning of a desirable flexibility if necessary the possible changes.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

My dissertation focuses on dynamic aspects of coordination processes such as reversibility of early actions, option to delay decisions, and learning of the environment from the observation of other people’s actions. This study proposes the use of tractable dynamic global games where players privately and passively learn about their actions’ true payoffs and are able to adjust early investment decisions to the arrival of new information to investigate the consequences of the presence of liquidity shocks to the performance of a Tobin tax as a policy intended to foster coordination success (chapter 1), and the adequacy of the use of a Tobin tax in order to reduce an economy’s vulnerability to sudden stops (chapter 2). Then, it analyzes players’ incentive to acquire costly information in a sequential decision setting (chapter 3). In chapter 1, a continuum of foreign agents decide whether to enter or not in an investment project. A fraction λ of them are hit by liquidity restrictions in a second period and are forced to withdraw early investment or precluded from investing in the interim period, depending on the actions they chose in the first period. Players not affected by the liquidity shock are able to revise early decisions. Coordination success is increasing in the aggregate investment and decreasing in the aggregate volume of capital exit. Without liquidity shocks, aggregate investment is (in a pivotal contingency) invariant to frictions like a tax on short term capitals. In this case, a Tobin tax always increases success incidence. In the presence of liquidity shocks, this invariance result no longer holds in equilibrium. A Tobin tax becomes harmful to aggregate investment, which may reduces success incidence if the economy does not benefit enough from avoiding capital reversals. It is shown that the Tobin tax that maximizes the ex-ante probability of successfully coordinated investment is decreasing in the liquidity shock. Chapter 2 studies the effects of a Tobin tax in the same setting of the global game model proposed in chapter 1, with the exception that the liquidity shock is considered stochastic, i.e, there is also aggregate uncertainty about the extension of the liquidity restrictions. It identifies conditions under which, in the unique equilibrium of the model with low probability of liquidity shocks but large dry-ups, a Tobin tax is welfare improving, helping agents to coordinate on the good outcome. The model provides a rationale for a Tobin tax on economies that are prone to sudden stops. The optimal Tobin tax tends to be larger when capital reversals are more harmful and when the fraction of agents hit by liquidity shocks is smaller. Chapter 3 focuses on information acquisition in a sequential decision game with payoff complementar- ity and information externality. When information is cheap relatively to players’ incentive to coordinate actions, only the first player chooses to process information; the second player learns about the true payoff distribution from the observation of the first player’s decision and follows her action. Miscoordination requires that both players privately precess information, which tends to happen when it is expensive and the prior knowledge about the distribution of the payoffs has a large variance.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Human reasoning is a fascinating and complex cognitive process that can be applied in different research areas such as philosophy, psychology, laws and financial. Unfortunately, developing supporting software (to those different areas) able to cope such as complex reasoning it’s difficult and requires a suitable logic abstract formalism. In this thesis we aim to develop a program, that has the job to evaluate a theory (a set of rules) w.r.t. a Goal, and provide some results such as “The Goal is derivable from the KB5 (of the theory)”. In order to achieve this goal we need to analyse different logics and choose the one that best meets our needs. In logic, usually, we try to determine if a given conclusion is logically implied by a set of assumptions T (theory). However, when we deal with programming logic we need an efficient algorithm in order to find such implications. In this work we use a logic rather similar to human logic. Indeed, human reasoning requires an extension of the first order logic able to reach a conclusion depending on not definitely true6 premises belonging to a incomplete set of knowledge. Thus, we implemented a defeasible logic7 framework able to manipulate defeasible rules. Defeasible logic is a non-monotonic logic designed for efficient defeasible reasoning by Nute (see Chapter 2). Those kind of applications are useful in laws area especially if they offer an implementation of an argumentation framework that provides a formal modelling of game. Roughly speaking, let the theory is the set of laws, a keyclaim is the conclusion that one of the party wants to prove (and the other one wants to defeat) and adding dynamic assertion of rules, namely, facts putted forward by the parties, then, we can play an argumentative challenge between two players and decide if the conclusion is provable or not depending on the different strategies performed by the players. Implementing a game model requires one more meta-interpreter able to evaluate the defeasible logic framework; indeed, according to Göedel theorem (see on page 127), we cannot evaluate the meaning of a language using the tools provided by the language itself, but we need a meta-language able to manipulate the object language8. Thus, rather than a simple meta-interpreter, we propose a Meta-level containing different Meta-evaluators. The former has been explained above, the second one is needed to perform the game model, and the last one will be used to change game execution and tree derivation strategies.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

This dissertation comprises four essays on the topic of environmental economics and industrial organization. In the first essay, we develop a two-country world differential game model with a polluting firm in each country to investigate the equilibrium of the game between firms when they decide to trade or not and to see under which conditions social welfare coincides with the market equilibrium. In the second essay, we built a model where firms strategically choose whether to participate in an auction/lottery to attain pollution permits, or instead invest in green R&D, to show that, somewhat counterintuitively, a desirable side effect of the auction is in fact that of fostering environmental R&D in an admissible range of the model parameters. The third essay investigates a second-best trade agreement between two countries when pollution spillovers are asymmetric to examine the strategic behavior of governments in using pollution taxes and tariffs under trade liberalization. The fouth essay studies the profitability of exogenous output constraint in a differential game model with price dynamics under the feedback strategies.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

This dissertation comprises four essays on the topic of industrial organization and environmental economics. The first essay investigates the profitability of horizontal mergers of firms with price adjustments. We take a differential game approach and both the open-loop as well as the closed-loop equlibria are considered. In the second essay, using the same approach as the first one, we study the profitability of horizontal merger of firms where the demand function is nonlinear. We take into consideration the open-loop equilibrium. The third essay studies the profitability of exogenous output constraint in a differential game model with price dynamics under the feedback strategies. The fourth essay investigates a second-best trade agreement between two countries when pollution spillovers are asymmetric to examine the strategic behavior of governments in using pollution taxes and tariffs under trade liberalization.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

What some view as overly-generous funding of the Scottish parliament results from Scotland.s credible threat to secede from the United Kingdom. Scotland is shown to benefit from a second mover advantage in a non-cooperative sequential game over the allocation of public funds. Various reform proposals are criticized for not recognizing that reform of Scottish government finances must be consistent with Scotland.s credible threat. Fiscal autonomy -- in which the Scottish parliament finances a much greater proportion of its spending from Scottish-sourced taxes, is demonstrated to be a viable reform within the existing political context and, in some circumstances, could remove Scotland.s second mover advantage. We also use a cooperative bargaining game model to demonstrate that an Australian style grants commission would not be a viable reform in the British context.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Educational games such as quizzes, quests, puzzles, mazes and logical problems may be modeled as multimedia board games. In the scope of the ADOPTA project1 being under development at the Faculty of Mathematics and Informatics at Sofia University, a formal model for presentation of such educational board games was invented and elaborated. Educational games can be modeled as special board mini-games, with a board of any form and any types of positions. Over defined positions, figures (objects) with certain properties are placed and, next, there are to be defined formal rules for manipulation of these figures and resulted effects. The model has been found to be general enough in order to allow description and execution control of more complex logical problems to be solved by several actions delivered to/by the player according some formal rules and context conditions and, in general, of any learning activities and their workflow. It is used as a base for creation of a software platform providing facilities for easy construction of multimedia board games and their execution. The platform consists of game designer (i.e., a game authoring tool) and game run-time controller communicating each other through game repository. There are created and modeled many examples of educational board games appropriate for didactic purposes, self evaluations, etc., which are supposed to be designed easily by authors with no IT skills and experience. By means of game metadata descriptions, these games are going be included into narrative storyboards and, next, delivered to learners with appropriate profile according their learning style, preferences, etc. Moreover, usage of artificial intelligence agents is planned as well – once as playing virtual opponents of the player or, otherwise, being virtual advisers of the gamer helping him/her in finding the right problem solution within given domain such as discovering a treasure using a location map, finding best tour in a virtual museum, guessing an unknown word in a hangman game, and many others.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

O futebol é um jogo deveras complexo e essa complexidade está presente nos processos para se atingirem os objetivos do jogo. Simplificando, estes são apenas um, marcar mais golos que o adversário e sofrer menos. É essencial que o treinador e a sua equipa técnica, construam uma estrutura que lhes permita lidar com esta complexidade, conseguindo maximizar o potencial desportivo e humano dos jogadores, quer individualmente quer coletivamente, de forma a atingirem os objetivos globais da equipa. Este relatório encontra-se dividido em três áreas fundamentais, todas elas com finalidades distintas. Na área 1 (Realização da prática profissional), o principal foco foi descrever como se desenvolveu o planeamento, a condução e a avaliação do processo de treino de uma equipa de futebol, durante a época 2014/2015. Sendo este um escalão em que os atletas se estão a iniciar no futebol de 11, procurou-se entender como se realiza o transfer do que é treinado para a competição, tendo por base o modelo de jogo definido pelo treinador. Na área 2 (Investigação e inovação), é apresentado o projeto realizado no seio do clube, que se baseava na criação de um programa de treinos específicos, com foco no treino percetivo-motor e técnico para os escalões de iniciados e juvenis. Na área 3 (Relação com a comunidade), foi desenvolvido um torneio, organizado e direcionado para os pais dos atletas, que procurava promover nestes, um sentido de solidariedade e de respeito por todos os intervenientes de um jogo de futebol (filhos, adversários, árbitros, treinadores, entre outros). Após a realização do estágio e do relatório, pode-se concluir que é essencial saber conceber e conduzir os exercícios, que tendo como base de criação o modelo de jogo definido inicialmente, permitam aos atletas maximizarem as suas capacidades aquando da competição.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

No dia a dia de uma equipa, muitos são os fatores que influenciam o seu funcionamento e a sua construção. Uma constante adaptação ao contexto envolvente e à evolução em termos de conhecimento científico, são fatores determinantes no trabalho de um treinador. Desta forma, possuindo mais e melhores ferramentas de trabalho, permitir-lhe-á maximizar a aprendizagem e o rendimento dos seus jogadores. Neste relatório, pretende-se apresentar, analisar e refletir sobre a conceção e implementação das atividades práticas durante toda a época desportiva da equipa de Juniores do Grupo Desportivo Alcochetense, Para além da parte ligada às várias áreas do treino, este relatório irá abranger outras áreas de grande importância na vida de um treinador, sendo elas a área de Inovação e Investigação (Área 2) e a Relação com a Comunidade (Área 3). Com base na análise do contexto e nos objetivos definidos para a equipa, descrevemos e fundamentamos o modelo de jogo criado pela equipa técnica, assim como o planeamento definido para a época desportiva. Através de uma categorização dos exercícios de treino, foi possível fazer uma quantificação do volume de treino de cada categoria, o que permitiu perceber quais os conteúdos mais abordados durante toda a época desportiva. Na área 2 do estágio, procuramos aprofundar o conhecimento em torno da inclusão do trabalho físico complementar como meio de prevenção de lesões no processo de treino de uma equipa de futebol e a relação que este pode ter no desempenho desportivo. Embora não tenha sido possível proceder à sua aplicação prática, parece clara a importância deste tipo de abordagem no treino de uma equipa de futebol. Como tal, apresentamos uma proposta de protocolo de treino de prevenção de lesões. No âmbito da área 3, partindo da necessidade da comunidade de treinadores de futebol em manter uma formação teórica continua, foram organizadas duas ações de formação, em parceria com o Núcleo de Lisboa da Associação Nacional de Treinadores de Futebol, sobre a temática da Organização Estrutural do Exercício em Futebol e sobre as Bases para a construção de uma equipa de Futebol.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

relatório de estágio apresentado para a obtenção do grau de Mestre em Desporto com especialização em Treino Desportivo

Relevância:

60.00% 60.00%

Publicador:

Resumo:

relatório de estágio apresentado para a obtenção do grau de Mestre em Desporto com especialização em Treino Desportivo

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Authorised users (insiders) are behind the majority of security incidents with high financial impacts. Because authorisation is the process of controlling users’ access to resources, improving authorisation techniques may mitigate the insider threat. Current approaches to authorisation suffer from the assumption that users will (can) not depart from the expected behaviour implicit in the authorisation policy. In reality however, users can and do depart from the canonical behaviour. This paper argues that the conflict of interest between insiders and authorisation mechanisms is analogous to the subset of problems formally studied in the field of game theory. It proposes a game theoretic authorisation model that can ensure users’ potential misuse of a resource is explicitly considered while making an authorisation decision. The resulting authorisation model is dynamic in the sense that its access decisions vary according to the changes in explicit factors that influence the cost of misuse for both the authorisation mechanism and the insider.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Given the increasing popularity of videogames, understanding when, how and for whom they have a positive or negative impact on wellbeing is critical. We propose a model for exploring these questions based on existing literature and our own research. The People-Game-Play model identifies player characteristics, game features and the experience of play as key determinants of the impact of videogame play on wellbeing. We propose research exploring the relationships within and between each of these key factors is needed and identify some examples of future research in this space.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

These lecture notes describe the use and implementation of a framework in which mathematical as well as engineering optimisation problems can be analysed. The foundations of the framework and algorithms described -Hierarchical Asynchronous Parallel Evolutionary Algorithms (HAPEAs) - lie upon traditional evolution strategies and incorporate the concepts of a multi-objective optimisation, hierarchical topology, asynchronous evaluation of candidate solutions , parallel computing and game strategies. In a step by step approach, the numerical implementation of EAs and HAPEAs for solving multi criteria optimisation problems is conducted providing the reader with the knowledge to reproduce these hand on training in his – her- academic or industrial environment.