965 resultados para Soccer player


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This paper studies an allocation procedure for coalitional games with veto players. The procedure is similar to the one presented by Dagan et al. (1997) for bankruptcy problems. According to it, a player, the proposer, makes a proposal that the remaining players must accept or reject, and con ict is solved bilaterally between the rejector and the proposer. We allow the proposer to make sequential proposals over several periods. If responders are myopic maximizers (i.e. consider each period in isolation), the only equilibrium outcome is the serial rule of Arin and Feltkamp (2012) regardless of the order of moves. If all players are farsighted, the serial rule still arises as the unique subgame perfect equilibrium outcome if the order of moves is such that stronger players respond to the proposal after weaker ones.

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We investigate a version of the classic Colonel Blotto game in which individual battles may have different values. Two players allocate a fixed budget across battlefields and each battlefield is won by the player who allocates the most to that battlefield. The winner of the game is the player who wins the battlefields with highest total value. We focus on the case where there is one large and several small battlefields, such that a player wins if he wins the large and any one small battlefield, or all the small battlefields. We compute the mixed strategy equilibrium for these games and compare this with choices from a laboratory experiment. The equilibrium predicts that the large battlefield receives more than a proportional share of the resources of the players, and that most of the time resources should be spread over more battlefields than are needed to win the game. We find support for the main qualitative features of the equilibrium. In particular, strategies that spread resources widely are played frequently, and the large battlefield receives more than a proportional share in the treatment where the asymmetry between battlefields is stronger.

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We provide a model that bridges the gap between two benchmark models of strategic network formation: Jackson and Wolinsky' s model based on bilateral formation of links, and Bala and Goyal's two-way fl ow model, where links can be unilaterally formed. In the model introduced and studied here a link can be created unilaterally. When it is only supported by one of the two players the fl ow through the link suffers a certain decay, but when it is supported by both the fl ow runs without friction. When the decay in links supported by only one player is maximal (i.e. there is no flow) we have Jackson and Wolinsky 's connections model without decay, while when flow in such links is perfect we have Bala and Goyal' s two-way flow model. We study Nash, strict Nash and pairwise stability for the intermediate models. Efficiency and dynamics are also examined.

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This document contains three papers examining the microstructure of financial interaction in development and market settings. I first examine the industrial organization of financial exchanges, specifically limit order markets. In this section, I perform a case study of Google stock surrounding a surprising earnings announcement in the 3rd quarter of 2009, uncovering parameters that describe information flows and liquidity provision. I then explore the disbursement process for community-driven development projects. This section is game theoretic in nature, using a novel three-player ultimatum structure. I finally develop econometric tools to simulate equilibrium and identify equilibrium models in limit order markets.

In chapter two, I estimate an equilibrium model using limit order data, finding parameters that describe information and liquidity preferences for trading. As a case study, I estimate the model for Google stock surrounding an unexpected good-news earnings announcement in the 3rd quarter of 2009. I find a substantial decrease in asymmetric information prior to the earnings announcement. I also simulate counterfactual dealer markets and find empirical evidence that limit order markets perform more efficiently than do their dealer market counterparts.

In chapter three, I examine Community-Driven Development. Community-Driven Development is considered a tool empowering communities to develop their own aid projects. While evidence has been mixed as to the effectiveness of CDD in achieving disbursement to intended beneficiaries, the literature maintains that local elites generally take control of most programs. I present a three player ultimatum game which describes a potential decentralized aid procurement process. Players successively split a dollar in aid money, and the final player--the targeted community member--decides between whistle blowing or not. Despite the elite capture present in my model, I find conditions under which money reaches targeted recipients. My results describe a perverse possibility in the decentralized aid process which could make detection of elite capture more difficult than previously considered. These processes may reconcile recent empirical work claiming effectiveness of the decentralized aid process with case studies which claim otherwise.

In chapter four, I develop in more depth the empirical and computational means to estimate model parameters in the case study in chapter two. I describe the liquidity supplier problem and equilibrium among those suppliers. I then outline the analytical forms for computing certainty-equivalent utilities for the informed trader. Following this, I describe a recursive algorithm which facilitates computing equilibrium in supply curves. Finally, I outline implementation of the Method of Simulated Moments in this context, focusing on Indirect Inference and formulating the pseudo model.

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This dissertation comprises three essays that use theory-based experiments to gain understanding of how cooperation and efficiency is affected by certain variables and institutions in different types of strategic interactions prevalent in our society.

Chapter 2 analyzes indefinite horizon two-person dynamic favor exchange games with private information in the laboratory. Using a novel experimental design to implement a dynamic game with a stochastic jump signal process, this study provides insights into a relation where cooperation is without immediate reciprocity. The primary finding is that favor provision under these conditions is considerably less than under the most efficient equilibrium. Also, individuals do not engage in exact score-keeping of net favors, rather, the time since the last favor was provided affects decisions to stop or restart providing favors.

Evidence from experiments in Cournot duopolies is presented in Chapter 3 where players indulge in a form of pre-play communication, termed as revision phase, before playing the one-shot game. During this revision phase individuals announce their tentative quantities, which are publicly observed, and revisions are costless. The payoffs are determined only by the quantities selected at the end under real time revision, whereas in a Poisson revision game, opportunities to revise arrive according to a synchronous Poisson process and the tentative quantity corresponding to the last revision opportunity is implemented. Contrasting results emerge. While real time revision of quantities results in choices that are more competitive than the static Cournot-Nash, significantly lower quantities are implemented in the Poisson revision games. This shows that partial cooperation can be sustained even when individuals interact only once.

Chapter 4 investigates the effect of varying the message space in a public good game with pre-play communication where player endowments are private information. We find that neither binary communication nor a larger finite numerical message space results in any efficiency gain relative to the situation without any form of communication. Payoffs and public good provision are higher only when participants are provided with a discussion period through unrestricted text chat.

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[EN] This study presents an applied experience which takes part of a program on prevention of the violence in soccer in school age. The aim was the acquisition of the commitment of the trainers involved in matches considered as non sportive, in the fulfillment of sportive behavior guidelines. To achieve this aim, a meeting was carried out by the trainers of the equipments that led violent incidents in the first round of the league, with the presidents of these equipments, with representatives of the local football Federation and with representatives of the Committee of referees. From this meeting it was intended: 1) to reduce the probability of aggressive and violent incidents; 2) to promote a relation of cooperation between the entities of the teams that led non sportive incidents, and the referee group; and 3) Make the sports context be a protector to prevent non sportive behaviors. The results of this study reflect that the participation had a positive effect in the improvement of the sportsmanship in the return football matches of the league.

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Documento de trabajo

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Time, risk, and attention are all integral to economic decision making. The aim of this work is to understand those key components of decision making using a variety of approaches: providing axiomatic characterizations to investigate time discounting, generating measures of visual attention to infer consumers' intentions, and examining data from unique field settings.

Chapter 2, co-authored with Federico Echenique and Kota Saito, presents the first revealed-preference characterizations of exponentially-discounted utility model and its generalizations. My characterizations provide non-parametric revealed-preference tests. I apply the tests to data from a recent experiment, and find that the axiomatization delivers new insights on a dataset that had been analyzed by traditional parametric methods.

Chapter 3, co-authored with Min Jeong Kang and Colin Camerer, investigates whether "pre-choice" measures of visual attention improve in prediction of consumers' purchase intentions. We measure participants' visual attention using eyetracking or mousetracking while they make hypothetical as well as real purchase decisions. I find that different patterns of visual attention are associated with hypothetical and real decisions. I then demonstrate that including information on visual attention improves prediction of purchase decisions when attention is measured with mousetracking.

Chapter 4 investigates individuals' attitudes towards risk in a high-stakes environment using data from a TV game show, Jeopardy!. I first quantify players' subjective beliefs about answering questions correctly. Using those beliefs in estimation, I find that the representative player is risk averse. I then find that trailing players tend to wager more than "folk" strategies that are known among the community of contestants and fans, and this tendency is related to their confidence. I also find gender differences: male players take more risk than female players, and even more so when they are competing against two other male players.

Chapter 5, co-authored with Colin Camerer, investigates the dynamics of the favorite-longshot bias (FLB) using data on horse race betting from an online exchange that allows bettors to trade "in-play." I find that probabilistic forecasts implied by market prices before start of the races are well-calibrated, but the degree of FLB increases significantly as the events approach toward the end.

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The centralized paradigm of a single controller and a single plant upon which modern control theory is built is no longer applicable to modern cyber-physical systems of interest, such as the power-grid, software defined networks or automated highways systems, as these are all large-scale and spatially distributed. Both the scale and the distributed nature of these systems has motivated the decentralization of control schemes into local sub-controllers that measure, exchange and act on locally available subsets of the globally available system information. This decentralization of control logic leads to different decision makers acting on asymmetric information sets, introduces the need for coordination between them, and perhaps not surprisingly makes the resulting optimal control problem much harder to solve. In fact, shortly after such questions were posed, it was realized that seemingly simple decentralized optimal control problems are computationally intractable to solve, with the Wistenhausen counterexample being a famous instance of this phenomenon. Spurred on by this perhaps discouraging result, a concerted 40 year effort to identify tractable classes of distributed optimal control problems culminated in the notion of quadratic invariance, which loosely states that if sub-controllers can exchange information with each other at least as quickly as the effect of their control actions propagates through the plant, then the resulting distributed optimal control problem admits a convex formulation.

The identification of quadratic invariance as an appropriate means of "convexifying" distributed optimal control problems led to a renewed enthusiasm in the controller synthesis community, resulting in a rich set of results over the past decade. The contributions of this thesis can be seen as being a part of this broader family of results, with a particular focus on closing the gap between theory and practice by relaxing or removing assumptions made in the traditional distributed optimal control framework. Our contributions are to the foundational theory of distributed optimal control, and fall under three broad categories, namely controller synthesis, architecture design and system identification.

We begin by providing two novel controller synthesis algorithms. The first is a solution to the distributed H-infinity optimal control problem subject to delay constraints, and provides the only known exact characterization of delay-constrained distributed controllers satisfying an H-infinity norm bound. The second is an explicit dynamic programming solution to a two player LQR state-feedback problem with varying delays. Accommodating varying delays represents an important first step in combining distributed optimal control theory with the area of Networked Control Systems that considers lossy channels in the feedback loop. Our next set of results are concerned with controller architecture design. When designing controllers for large-scale systems, the architectural aspects of the controller such as the placement of actuators, sensors, and the communication links between them can no longer be taken as given -- indeed the task of designing this architecture is now as important as the design of the control laws themselves. To address this task, we formulate the Regularization for Design (RFD) framework, which is a unifying computationally tractable approach, based on the model matching framework and atomic norm regularization, for the simultaneous co-design of a structured optimal controller and the architecture needed to implement it. Our final result is a contribution to distributed system identification. Traditional system identification techniques such as subspace identification are not computationally scalable, and destroy rather than leverage any a priori information about the system's interconnection structure. We argue that in the context of system identification, an essential building block of any scalable algorithm is the ability to estimate local dynamics within a large interconnected system. To that end we propose a promising heuristic for identifying the dynamics of a subsystem that is still connected to a large system. We exploit the fact that the transfer function of the local dynamics is low-order, but full-rank, while the transfer function of the global dynamics is high-order, but low-rank, to formulate this separation task as a nuclear norm minimization problem. Finally, we conclude with a brief discussion of future research directions, with a particular emphasis on how to incorporate the results of this thesis, and those of optimal control theory in general, into a broader theory of dynamics, control and optimization in layered architectures.

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314 p.

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O objetivo deste trabalho é investigar as características da linguagem no Twitter, focalizando (i) seu propósito comunicativo, (ii) seus participantes discursivos e (iii) suas relações interpessoais. Por acreditar que a linguagem é um recurso sistemático e que somente através dela expressamos significados em determinados contextos, encontramos na Linguística Sistêmico-Funcional (LSF) uma base teórica que se encaixa à pesquisa. Para Halliday(1994), a linguística é o estudo de como as pessoas negociam sentido através do uso da linguagem. Assim, encontramos no Twitter, um corpus diversificado que reforça ainda mais a teoria da LSF, quando afirma sermos nós, falantes da língua, os únicos responsáveis por nossas escolhas lexicais, tendo consciência de como e onde, contextualmente falando, podemos aplicar em uma atividade linguística em que estivermos engajados. O material de pesquisa foi constituído mediante a coleta inicial de 671 comentários postados no Twitter em 2010. Dados obtidos a partir da análise desta coleta confirmam o argumento de Crystal (2011), de que a expressão de opinião é o principal propósito comunicativo das mensagens postadas no microblogging. Assim, após recortes no corpus para coleta exclusivamente de opiniões, 201 tuítes resultantes de duas coletas realizadas em datas e situações diferentes foram analisados: uma, após notícia de agressão a uma professora; a segunda, momentos antes e durante a Copa Mundial de 2010. Os resultados apontam diferenças entre as amostras, principalmente em função de aspectos do contexto de situação: pois embora o tom seja de indignação nas amostras com tuítes opinativos, apenas na amostra futebol há tentativa de se orientar a ação do outro. Quanto às relações interpessoais, foram identificadas marcas de interação face a face nas duas amostras, mas apenas na amostra futebol identificou-se uso de linguagem de baixo calão. Finalmente, em relação às características gerais do Twitter, observa-se o uso de linguagem reduzida na forma de caracteres emotivos ou de abreviações, o uso de interjeições e pontos de exclamação. Observou-se ainda o uso recorrente de léxico valorativo, de ironia e de perguntas retóricas para expressão de indignação, mas estes traços parecem ser afetados por aspectos do contexto de situação, mais do que por características do Twitter

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[ES] El presente trabajo se centra en analizar la evolución que han sufrido los métodos y sistemas de entrenamiento en el futbol en los últimos cincuenta años. Con el objetivo de conocer que cambios se han dado, hacia que tendencias se ha movido el entrenamiento y que tendencias de entrenamiento se han dejado de emplear. También trataremos de explicar cómo y porque se han ido incorporando nuevos integrantes en los cuerpos técnicos de los equipos, desde los tiempos en los que solo había primer entrenador hasta actualmente, junto con el avance en el entrenamiento de la técnica, la táctica y la preparación física. Para ello, hemos realizado una revisión bibliográfica además de dos entrevistas.

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No ano de 1923, o Clube de Regatas Vasco da Gama disputa pela primeira vez a Primeira Divisão do Campeonato Carioca de Futebol. A equipe conquista o título tendo, entre seus jogadores, homens negros e mulatos. Com vitórias expressivas, aquela trajetória passa a ocupar um lugar importante no imaginário construído sobre as primeiras décadas do futebol brasileiro. Toda esta construção está fundamentada na obra de Mario Filho, O Negro no Futebol Brasileiro. O livro relata o feito vascaíno como uma trajetória heróica, na qual um time formado por negros e mulatos precisou superar preconceitos raciais para alcançar seus objetivos. A proposta desta pesquisa é comparar a narrativa de Mario Filho com o que foi escrito nos jornais da época. O objetivo é verificar se há mais incoerências ou coincidências entre o que Mario Filho escreveu e o que os jornais noticiaram. Ao retomar os jornais da década de 1920, verificamos como a imprensa enxergava o acontecimento à época e, se o preconceito racial estava presente nas páginas dos jornais, assim como nos faz crer a obra de Mario Filho. A comparação revelou que, em alguns momentos, a narrativa de Mario Filho encontra respaldo integral nas notícias publicadas no ano de 1923. No entanto, em outras oportunidades o autor não encontra nenhum respaldo nas outras fontes consultadas.

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Entre as diversas manifestações esportivas, o futebol é o que apresenta maior popularidade no Brasil, sendo conhecido e reconhecido como o Esporte das Multidões. O futebol é um terreno fértil para estudos e reflexões, pois seus simbolismos permitem articulações com outras dimensões da vida social. Entre os atores sociais envolvidos no futebol, destacam-se os torcedores, essenciais para a existência do espetáculo esportivo. São os torcedores que vivenciam e partilham emoções, que percebem e internalizam toda natureza simbólica do futebol, revelando então sua própria natureza. Para os torcedores há um lugar sagrado: os estádios de futebol, verdadeiros santuários de culto a bola, que remetem o espetáculo esportivo a um rito mitificador. Os estádios de futebol estão presentes no imaginário como a casa dos homens. Entretanto cresce cotidianamente o número de mulheres que comparecem regularmente a esses templos do futebol. Empregando o método bola de neve foram selecionadas sete mulheres frequentadoras de estádios de futebol que responderam a uma entrevista semi-estruturada. Com uma abordagem qualitativa, utilizou-se a análise do discurso com o intuito de compreender e analisar a produção imaginária dessas mulheres. Foram encontradas as marcas estádio (com sentido imprevisibilidade, espaço de confraternização, espaço masculino e espaço democrático), gente (com sentido de grupo), homem (com sentido de preconceito e domínio), mulher (com sentido de conquista de espaço, torcedora, companheira e insegurança) e time (com sentido de paixão e zoeira). A interpretação dos dados remete a figura de Dionísio, pelos aspectos do êxtase, do entusiasmo, do prazer, da liberdade, da autonomia, por não se deixar dominar e pela quebra de tabus

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O objetivo deste trabalho é entender como o jogo narrativo de aventura para videogame consegue atrair e manter a atenção do jogador, imergindo-o no mundo ficcional, em face dos inúmeros estímulos existentes a sua volta. É sugerida uma definição para o jogo narrativo de aventura e a imersão e, posteriormente, estabelece-se uma relação entre elementos presentes nos jogos e as estruturas que atraem a atenção do indivíduo. Para isso, consultou-se material produzido pelas duas principais linhas de estudos de jogos: Narratologia e Ludologia. O conteúdo teórico foi comparado e exemplificado através da prática de diversos jogos, principalmente do console Sony Playstation 3. O próprio conceito de jogo narrativo, a prática dos jogos e a relação percebida entre seus elementos e as ferramentas para criar e manter a atenção revelaram que o videogame, através dos jogos narrativos de aventura, representa um potente meio para criar e manter o estado de imersão sobre o jogador.