Location Games

2020 ◽  
pp. 111-128
Author(s):  
Simon Loertscher
Keyword(s):  
2021 ◽  
pp. 1-12
Author(s):  
Matthew van Bommel ◽  
Luke Bornn ◽  
Peter Chow-White ◽  
Chuancong Gao

Box score statistics are the baseline measures of performance for National Collegiate Athletic Association (NCAA) basketball. Between the 2011-2012 and 2015-2016 seasons, NCAA teams performed better at home compared to on the road in nearly all box score statistics across both genders and all three divisions. Using box score data from over 100,000 games spanning the three divisions for both women and men, we examine the factors underlying this discrepancy. The prevalence of neutral location games in the NCAA provides an additional angle through which to examine the gaps in box score statistic performance, which we believe has been underutilized in existing literature. We also estimate a regression model to quantify the home court advantages for box score statistics after controlling for other factors such as number of possessions, and team strength. Additionally, we examine the biases of scorekeepers and referees. We present evidence that scorekeepers tend to have greater home team biases when observing men compared to women, higher divisions compared to lower divisions, and stronger teams compared to weaker teams. Finally, we present statistically significant results indicating referee decisions are impacted by attendance, with larger crowds resulting in greater bias in favor of the home team.


2017 ◽  
Vol 24 (1) ◽  
pp. 59 ◽  
Author(s):  
Félix Carvalho Rodrigues ◽  
Eduardo Xavier

2013 ◽  
Vol 15 (03) ◽  
pp. 1340015 ◽  
Author(s):  
VITO FRAGNELLI ◽  
STEFANO GAGLIARDO

Location problems describe those situations in which one or more facilities have to be placed in a region trying to optimize a suitable objective function. Game theory has been used as a tool to solve location problems and this paper is devoted to describe the state-of-the-art of the research on location problems through the tools of game theory. Particular attention is given to the problems that are still open in the field of cooperative location game theory.


2020 ◽  
Vol 847 ◽  
pp. 185-197
Author(s):  
Zhihuai Chen ◽  
Ken C.K. Fong ◽  
Minming Li ◽  
Kai Wang ◽  
Hongning Yuan ◽  
...  

Author(s):  
Omer Ben-Porat ◽  
Gregory Goren ◽  
Itay Rosenberg ◽  
Moshe Tennenholtz

Recommendation systems are extremely popular tools for matching users and contents. However, when content providers are strategic, the basic principle of matching users to the closest content, where both users and contents are modeled as points in some semantic space, may yield low social welfare. This is due to the fact that content providers are strategic and optimize their offered content to be recommended to as many users as possible. Motivated by modern applications, we propose the widely studied framework of facility location games to study recommendation systems with strategic content providers. Our conceptual contribution is the introduction of a mediator to facility location models, in the pursuit of better social welfare. We aim at designing mediators that a) induce a game with high social welfare in equilibrium, and b) intervene as little as possible. In service of the latter, we introduce the notion of intervention cost, which quantifies how much damage a mediator may cause to the social welfare when an off-equilibrium profile is adopted. As a case study in high-welfare low-intervention mediator design, we consider the one-dimensional segment as the user domain. We propose a mediator that implements the socially optimal strategy profile as the unique equilibrium profile, and show a tight bound on its intervention cost. Ultimately, we consider some extensions, and highlight open questions for the general agenda.


2004 ◽  
Vol 50 (2) ◽  
pp. 194-214 ◽  
Author(s):  
Michel X. Goemans ◽  
Martin Skutella

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