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Identifying combinations of players (that is, lineups) in basketball - and other sports - that perform well when they play together is one of the most important tasks in sports analytics. One of the main challenges associated with this task…
Intuitively, one would expect a more skillful forecast if predicting weather averaged over one week instead of the weather averaged over one day, and similarly for different spatial averaging areas. However, there are few systematic studies…
Continuous-time assessments of game outcomes in sports have become increasingly common in the last decade. In American football, only discrete-time estimates of play value were possible, since the most advanced public football datasets were…
We investigate the long-run behavior of a stochastic replicator process, which describes game dynamics for a symmetric two-player game under aggregate shocks. We establish an averaging principle that relates time averages of the process and…
We analyse the strategy equilibrium of dilemma games considering a payoff matrix affected by small and random perturbations on the off-diagonal. Notably, a recent work [1] reported that, while cooperation is sustained by perturbations…
This paper investigates an expected average error for distributed averaging problems under asynchronous updates. The asynchronism in this context implies no existence of a global clock as well as random characteristics in communication…
For professional basketball, finding valuable and suitable players is the key to building a winning team. To deal with such challenges, basketball managers, scouts and coaches are increasingly turning to analytics. Objective evaluation of…
Corrections offer a natural modality for people to provide feedback to a robot, by (i) intervening in the robot's behavior when they believe the robot is failing (or will fail) the task objectives and (ii) modifying the robot's behavior to…
National research evaluation exercises provide a comparative measure of research performance of the nation's institutions, and as such represent a tool for stimulating research productivity, particularly if the results are used to inform…
This paper investigates online distributed aggregative games with time-varying cost functions, where agents are interconnected through an unbalanced communication graph. Due to the distributed and noncooperative nature of the game, some…
In this paper, we present a new model for ranking sports teams. Our model uses all scoring data from all games to produce a functional rating by the method of least squares. The functional rating can be interpreted as a teams average point…
Mean-payoff games are important quantitative models for open reactive systems. They have been widely studied as games of full observation. In this paper we investigate the algorithmic properties of several sub-classes of mean-payoff games…
A new approach in team sports analysis consists in studying positioning and movements of players during the game in relation to team performance. State of the art tracking systems produce spatio-temporal traces of players that have…
Productive and efficient human-robot teaming is a highly desirable ability in service robots, yet there is a fundamental trade-off that a robot needs to consider in such tasks. On the one hand, gaining information from communication with…
Two-player quantitative zero-sum games provide a natural framework to synthesize controllers with performance guarantees for reactive systems within an uncontrollable environment. Classical settings include mean-payoff games, where the…
We study a class of stochastic dynamic games that exhibit strategic complementarities between players; formally, in the games we consider, the payoff of a player has increasing differences between her own state and the empirical…
Deciding on an appropriate intervention requires a causal model of a treatment, the outcome, and potential mediators. Causal mediation analysis lets us distinguish between direct and indirect effects of the intervention, but has mostly been…
Individual performance metrics are commonly used to compare players from different eras. However, such cross-era comparison is often biased due to significant changes in success factors underlying player achievement rates (e.g. performance…
A game-theoretic framework for time-inconsistent stopping problems where the time-inconsistency is due to the consideration of a non-linear function of an expected reward is developed. A class of mixed strategy stopping times that allows…
In the game-theoretic model war of attrition, players are subject to an explicit cost proportional to the duration of contests. We construct a model where the time cost is not explicitly given, but instead depends implicitly on the…