Related papers: Stop the Clock: Are Timeout Effects Real?
In this paper we analyse tiebreak results from some tennis players in order to investigate whether we are able to identify some strategy in this crucial moment of the game. We compared the observed results with a binomial distribution…
Priced timed games are two-player zero-sum games played on priced timed automata (whose locations and transitions are labeled by weights modeling the costs of spending time in a state and executing an action, respectively). The goals of the…
Performance estimation aims at estimating the loss that a predictive model will incur on unseen data. These procedures are part of the pipeline in every machine learning project and are used for assessing the overall generalisation ability…
How long does a trajectory take to reach a stable equilibrium point in the basin of attraction of a dynamical system? This is a question of quite general interest, and has stimulated a lot of activities in dynamical and stochastic systems…
In recent years, analytics has started to revolutionize the game of basketball: quantitative analyses of the game inform team strategy, management of player health and fitness, and how teams draft, sign, and trade players. In this review,…
During overload, most networks drop packets due to buffer unavailability. The resulting timeouts at the source provide an implicit mechanism to convey congestion signals from the network to the source. On a timeout, a source should not only…
We study stochastic effects on the lagging anchor dynamics, a reinforcement learning algorithm used to learn successful strategies in iterated games, which is known to converge to Nash points in the absence of noise. The dynamics is…
Even though it might have taken some time, the three-point line ultimately changed the way the game is played as evidenced by the increase in the three-point shot attempts over the years. However, during the last few years we have…
Three notions of random stopping times exist in the literature. We introduce two concepts of equivalence of random stopping times, motivated by optimal stopping problems and stopping games respectively. We prove that these two concepts…
In empirical studies of random walks, continuous trajectories of animals or individuals are usually sampled over a finite number of points in space and time. It is however unclear how this partial observation affects the measured…
Resetting plays a pivotal role in optimizing the completion time of complex first passage processes with single or multiple outcomes/exit possibilities. While it is well established that the coefficient of variation -- a statistical…
Much of modern society is founded on orchestrating institutions that produce social goods by fostering motivated teams, pitting them against each other, and distributing the fruits of the arms races that ensue. However, even when the…
In this paper we compute the stopping times in the game Rock-Paper-Scissors. By exploiting the recurrence relation we compute the mean values of stopping times. On the other hand, by constructing a transition matrix for a Markov chain…
Time-triggered and event-triggered control strategies for stabilization of an unstable plant over a rate-limited communication channel subject to unknown, bounded delay are studied and compared. Event triggering carries implicit…
We present a data-driven basketball set play simulation. Given an offensive set play sketch, our method simulates potential scenarios that may occur in the game. The simulation provides coaches and players with insights on how a given set…
The Minority Game is a simple model for the collective behavior of agents in an idealized situation where they have to compete through adaptation for a finite resource. This review summarizes the statistical mechanics community efforts to…
We consider two-player games played in real time on game structures with clocks where the objectives of players are described using parity conditions. The games are \emph{concurrent} in that at each turn, both players independently propose…
Our aim is to model a game for power as a dynamical process, where an excess of power possessed by a player allows him to gain even more power. Such a positive feedback is often termed as the Matthew effect. Analytical and numerical methods…
This paper aims to revisit and expand upon previous work on the "hot hand" phenomenon in basketball, specifically in the NBA. Using larger, modern data sets, we test streakiness of shooting patterns and the presence of hot hand behavior in…
Can artificial agents benefit from human conventions? Human societies manage to successfully self-organize and resolve the tragedy of the commons in common-pool resources, in spite of the bleak prediction of non-cooperative game theory. On…