1,720,972 research outputs found
Skill and Strategy in Games.
This thesis consists of two parts. Part I deals with relative skill and the role of random factors in games. Part II is devoted to the computation of optimal strategies in two interesting classes of games: poker and take-and-guess games.
Skill and strategy in games
This thesis consists of two parts. Part I deals with relative skill and the role of random factors in games. Part II is devoted to the computation of optimal strategies in two interesting classes of games: poker and take-and-guess games
Take-and-Guess Games
This paper studies two classes of two-person zero-sum games in which the strategies of both players are of a special type.Each strategy can be split into two parts, a taking and a guessing part.In these games two types of asymmetry between the players can occur.In the first place, the number of objects available for taking does not need to be the same for both players.In the second place, the players can be guessing sequentially instead of simultaneously; the result is asymmetric information.The paper studies the value and equilibria of these games, for all possible numbers of objects available to the players, for the case with simultaneous guessing as well as for the variant with sequential guessing
Take-and-Guess Games
This paper studies two classes of two-person zero-sum games in which the strategies of both players are of a special type.Each strategy can be split into two parts, a taking and a guessing part.In these games two types of asymmetry between the players can occur.In the first place, the number of objects available for taking does not need to be the same for both players.In the second place, the players can be guessing sequentially instead of simultaneously; the result is asymmetric information.The paper studies the value and equilibria of these games, for all possible numbers of objects available to the players, for the case with simultaneous guessing as well as for the variant with sequential guessing.zero-sum games;morra;coin-guessing;asymmetric information
On the Rule of Chance Moves and Information in Two-Person Games
The value of information has been the subject of many studies in a strategic context.The central question in these studies is how valuable the information hidden in the chance moves of a game is for one or more of the players.Generally speaking, only the extra possibilities that are beneficial for the players have been considered so far.In this note we study the value of information for a special class of two-person games.For these games we also investigate how badly the players can do, both with and without knowing the result of the chance move. In this way one can determine to what extent the players are restricted in their possibilities by the fact that some information is hidden in the chance moves of the games.This allows for a comparison of the influence of the chance move to the control that the players have over the game result.information;games;control
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
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