Departures from optimal stopping in an anagram task

1991 ◽  
Vol 35 (1) ◽  
pp. 41-63 ◽  
Author(s):  
Jonathan Baron ◽  
Peter C. Badgio ◽  
Yaacov Ritov
1999 ◽  
Vol 13 (2) ◽  
pp. 117-125 ◽  
Author(s):  
Laurence Casini ◽  
Françoise Macar ◽  
Marie-Hélène Giard

Abstract The experiment reported here was aimed at determining whether the level of brain activity can be related to performance in trained subjects. Two tasks were compared: a temporal and a linguistic task. An array of four letters appeared on a screen. In the temporal task, subjects had to decide whether the letters remained on the screen for a short or a long duration as learned in a practice phase. In the linguistic task, they had to determine whether the four letters could form a word or not (anagram task). These tasks allowed us to compare the level of brain activity obtained in correct and incorrect responses. The current density measures recorded over prefrontal areas showed a relationship between the performance and the level of activity in the temporal task only. The level of activity obtained with correct responses was lower than that obtained with incorrect responses. This suggests that a good temporal performance could be the result of an efficacious, but economic, information-processing mechanism in the brain. In addition, the absence of this relation in the anagram task results in the question of whether this relation is specific to the processing of sensory information only.


2020 ◽  
Vol 81 (7) ◽  
pp. 1192-1210
Author(s):  
O.V. Zverev ◽  
V.M. Khametov ◽  
E.A. Shelemekh

Mathematics ◽  
2021 ◽  
Vol 9 (5) ◽  
pp. 534
Author(s):  
F. Thomas Bruss

This paper presents two-person games involving optimal stopping. As far as we are aware, the type of problems we study are new. We confine our interest to such games in discrete time. Two players are to chose, with randomised choice-priority, between two games G1 and G2. Each game consists of two parts with well-defined targets. Each part consists of a sequence of random variables which determines when the decisive part of the game will begin. In each game, the horizon is bounded, and if the two parts are not finished within the horizon, the game is lost by definition. Otherwise the decisive part begins, on which each player is entitled to apply their or her strategy to reach the second target. If only one player achieves the two targets, this player is the winner. If both win or both lose, the outcome is seen as “deuce”. We motivate the interest of such problems in the context of real-world problems. A few representative problems are solved in detail. The main objective of this article is to serve as a preliminary manual to guide through possible approaches and to discuss under which circumstances we can obtain solutions, or approximate solutions.


2021 ◽  
Vol 136 ◽  
pp. 125-144
Author(s):  
Damian Jelito ◽  
Marcin Pitera ◽  
Łukasz Stettner

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