Related papers: Time-based analysis of the NBA hot hand fallacy
Evaluating the individual movements for teammates in soccer players is crucial for assessing teamwork, scouting, and fan engagement. It has been said that players in a 90-min game do not have the ball for about 87 minutes on average.…
In a basketball game, scoring efficiency holds significant importance due to the numerous offensive possessions per game. Enhancing scoring efficiency necessitates effective collaboration among players with diverse playing styles. In…
We establish a general formula for the distribution of the score in table tennis. We use this formula to derive the probability distribution (and hence the expectation and variance) of the number of rallies necessary to achieve any given…
Public safety is vital to every country, especially school safety. In the United States, students and educators are concerned about school shootings. There are critical needs to understand the patterns of school shootings. Without this…
We study how individuals trade off outcome ("what") and process ("how") utility in high-stakes strategic decisions, namely professional tennis. Using optimality conditions and the second-service rule, we derive a sufficient condition for…
Sport sciences researchers talk about a relative age effect when they observe a biased distribution of elite athletes' birthdates, with an over-representation of those born at the beginning of the competitive year and an…
Predicting the results of sport matches and competitions is an arising research field, benefiting from the growing amount of available data and the novel data analytics techniques. Excellent forecasts can be achieved by advanced machine…
Imitation sometimes achieves success in multi-agent situations even though it is very simple. In game theory, success of imitation has been characterized by unbeatability against other agents. Previous studies specified conditions under…
We implement a propensity score matching technique to present the first evidence on the impact of labor supply decisions during labor disputes on worker productivity in the context of professional sports. In particular, we utilize a unique…
We investigate the fluctuations induced by irrationality in simple games with a large number of competing players. We show that Nash equilibria in such games are ``weakly'' stable: irrationality propagates and amplifies through players'…
We study the effects of randomness on competitions based on an elementary random process in which there is a finite probability that a weaker team upsets a stronger team. We apply this model to sports leagues and sports tournaments, and…
This study investigates the concept of flexibility within League of Legends, a popular online multiplayer game, focusing on the relationship between user adaptability and team success. Utilizing a dataset encompassing players of varying…
We address the question of how to quantify the contributions of groups of players to team success. Our approach is based on spectral analysis, a technique from algebraic signal processing, which has several appealing features. First, our…
Over the past century, basketball analytics has moved from simple box-score rates toward complex context-aware measures that evaluate events by their expected effect on game outcomes. Officiating analysis has not made the same transition:…
Sports betting's recent federal legalisation in the USA coincides with the golden age of machine learning. If bettors can leverage data to reliably predict the probability of an outcome, they can recognise when the bookmaker's odds are in…
We study how disagreement influences team performance in a dynamic game with positive production externalities. Players can hold different views about the productivity of the available production technologies. This disagreement results in…
We study the formation of knots on a macroscopic ball-chain, which is shaken on a horizontal plate at 12 times the acceleration of gravity. We find that above a certain critical length, the knotting probability is independent of chain…
In a zero-sum stochastic game with signals, at each stage, two adversary players take decisions and receive a stage payoff determined by these decisions and a variable called state. The state follows a Markov chain, that is controlled by…
This article deals with classes of antagonistic games with two players. A game is specified in terms of two `hostile' stochastic processes representing mutual attacks upon random times exerting casualties of random magnitudes. The game ends…
A ball can be hit faster if it is projected without spin but it can be hit farther if it is projected with backspin. Measurements are presented in this paper of the tradeoff between speed and spin for a baseball impacting a baseball bat.…