Related papers: Waiting Times for Ties in Random Competitions
Balanced knockout tournaments are ubiquitous in sports competitions and are also used in decision-making and elections. The traditional computational question, that asks to compute a draw (optimal draw) that maximizes the winning…
We show the existence and effective computability of optimal winning strategies for request-response games in case the quality of a play is measured by the limit superior of the mean accumulated waiting times between requests and their…
In this paper, we propose a neural architecture and a set of training methods for ordering events by predicting temporal relations. Our proposed models receive a pair of events within a span of text as input and they identify temporal…
Routing games are used to to understand the impact of individual users' decisions on network efficiency. Most prior work on routing games uses a simplified model of network flow where all flow exists simultaneously, and users care about…
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 competitive resource allocation formulations multiple agents compete over different contests by committing their limited resources in them. For these settings, contest games offer a game-theoretic foundation to analyze how players can…
This paper considers the problem of ranking objects based on their latent merits using data from pairwise interactions. We allow for incomplete observation of these interactions and study what can be inferred about rankings in such…
We present a simple game model where agents with different memory lengths compete for finite resources. We show by simulation and analytically that an instability exists at a critical memory length, and as a result, different memory lengths…
We consider two-player contests with the possibility of ties and study the effect of different tie-breaking rules on effort. For ratio-form and difference-form contests that admit pure-strategy Nash equilibrium, we find that the effort of…
With an exploding global market and the recent introduction of online cash prize tournaments, fantasy sports contests are quickly becoming a central part of the social gaming and sports industries. For sports fans and online media…
Standard algorithms for reachability analysis of timed automata are sensitive to the order in which the transitions of the automata are taken. To tackle this problem, we propose a ranking system and a waiting strategy. This paper discusses…
Interleaving is an online evaluation approach for information retrieval systems that compares the effectiveness of ranking functions in interpreting the users' implicit feedback. Previous work such as Hofmann et al (2011) has evaluated the…
High performance machine learning models have become highly dependent on the availability of large quantity and quality of training data. To achieve this, various central agencies such as the government have suggested for different data…
Paired comparison models, such as the Bradley-Terry (1952) model and its variants, are commonly used to measure competitor strength in games and sports. Extensions have been proposed to account for order effects (e.g., home-field advantage)…
This paper explores a novel extension of dynamic matching theory by analyzing a three-way matching problem involving agents from three distinct populations, each with two possible types. Unlike traditional static or two-way dynamic models,…
In this study, basketball teams are conceptualized as complex adaptive systems to examine their (re)organizational processes in response the time remaining to shoot. Using temporal passing networks to model team behavior, the focus is on…
Using methods from the statistical mechanics of disordered systems we analyze the properties of bimatrix games with random payoffs in the limit where the number of pure strategies of each player tends to infinity. We analytically calculate…
In collaborative data sharing and machine learning, multiple parties aggregate their data resources to train a machine learning model with better model performance. However, as the parties incur data collection costs, they are only willing…
We consider learning outcomes in games with carryover effects between rounds: when outcomes in the present round affect the game in the future. An important example of such systems is routers in networking, as they use simple learning…
This paper studies competitions with rank-based reward among a large number of teams. Within each sizable team, we consider a mean-field contribution game in which each team member contributes to the jump intensity of a common Poisson…