Related papers: Stop the Clock: Are Timeout Effects Real?
This paper investigates the Nash equilibrium seeking problems for networked games with intermittent communication, where each player is capable of communicating with other players intermittently over a strongly connected and directed graph.…
We studied simple random-walk models with asymmetric time delays. Stochastic simulations were performed for hyperbolic-tangent fitness functions and to obtain analytical results we approximated them by step functions. A novel behavior has…
We compare games under delayed control and delay games, two types of infinite games modelling asynchronicity in reactive synthesis. In games under delayed control both players suffer from partial informedness due to symmetrically delayed…
With the development of measurement technology, data on the movements of actual games in various sports can be obtained and used for planning and evaluating the tactics and strategy. Defense in team sports is generally difficult to be…
Moves in chess games are usually analyzed on a case-by-case basis by professional players, but thanks to the availability of large game databases, we can envision another approach of the game. Here, we indeed adopt a very different point of…
In most popular sports leagues, like the MLB, NBA, and NFL, none of the commonly used statistics take into account the strengths of the opponents a player faces. One of the main reasons for this is the conventional belief that a player's…
A distortion function, which captures the payoff gap between a player's actual payoff and her true payoff, is introduced and used to analyze games. In our proposed framework, we argue that players' actual payoff functions should be used to…
Inspired by Martin Fr\"anzle's persistent and influential work on capturing and handling delay inherent to cyber-physical systems in the formal verification of such systems, we study timed games where controllable actions do not take effect…
In soccer, contextual player performance metrics are invaluable to coaches. For example, the ability to perform under pressure during matches distinguishes the elite from the average. Appropriate pressure metric enables teams to assess…
Consider two forecasters, each making a single prediction for a sequence of events over time. We ask a relatively basic question: how might we compare these forecasters, either online or post-hoc, while avoiding unverifiable assumptions on…
Combinatorial Scoring games, with the property `extra pass moves for a player does no harm', are characterized. The characterization involves an order embedding of Conway's Normal-play games. Also, we give a theorem for comparing games with…
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…
In sports, there is a constant effort to improve metrics which assess player ability, but there has been almost no effort to quantify and compare existing metrics. Any individual making a management, coaching, or gambling decision is…
Sports competitions are widely researched in computer and social science, with the goal of understanding how players act under uncertainty. While there is an abundance of computational work on player metrics prediction based on past…
Training of elite athletes requires regular physiological and medical monitoring to plan the schedule, intensity and volume of training, and subsequent recovery. In sports medicine, ECG-based analyses are well established. However, they…
We prove that zero-sum Dynkin games in continuous time with partial and asymmetric information admit a value in randomised stopping times when the stopping payoffs of the players are general \cadlag measurable processes. As a by-product of…
When facing a heavily-favored opponent, an underdog must be willing to assume greater-than-average risk. In statistical language, one would say that an underdog must be willing to adopt a strategy whose outcome has a larger-than-average…
In settings where interference is present, direct effects are commonly defined as the average effect of a unit's treatment on their own outcome while fixing the treatment status or probability among interfering units, and spillover effects…
Any collection can be ranked. Sports and games are common examples of ranked systems: players and teams are constantly ranked using different methods. The statistical properties of rankings have been studied for almost a century in a…
An average-time game is played on the infinite graph of configurations of a finite timed automaton. The two players, Min and Max, construct an infinite run of the automaton by taking turns to perform a timed transition. Player Min wants to…