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[计算机科学] 在杯赛和循环赛中操纵比赛 [推广有奖]

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mingdashike22 在职认证  发表于 2022-3-5 16:31:30 来自手机 |只看作者 |坛友微信交流群|倒序 |AI写论文

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摘要翻译:
在体育比赛中,球队可以通过投掷游戏来操纵比赛结果。我们证明了我们可以在多项式时间内决定如何操纵循环赛和杯赛这两种最流行的体育比赛类型。此外,我们还证明了在多项式时间内,寻找操纵结果所需的最小博弈数也可以确定。最后,我们证明了在操纵保持多项式的情况下,标准杯赛有几种不同的变体。
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英文标题:
《Manipulating Tournaments in Cup and Round Robin Competitions》
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作者:
Tyrel Russell and Toby Walsh
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最新提交年份:
2009
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分类信息:

一级分类:Computer Science        计算机科学
二级分类:Artificial Intelligence        人工智能
分类描述:Covers all areas of AI except Vision, Robotics, Machine Learning, Multiagent Systems, and Computation and Language (Natural Language Processing), which have separate subject areas. In particular, includes Expert Systems, Theorem Proving (although this may overlap with Logic in Computer Science), Knowledge Representation, Planning, and Uncertainty in AI. Roughly includes material in ACM Subject Classes I.2.0, I.2.1, I.2.3, I.2.4, I.2.8, and I.2.11.
涵盖了人工智能的所有领域,除了视觉、机器人、机器学习、多智能体系统以及计算和语言(自然语言处理),这些领域有独立的学科领域。特别地,包括专家系统,定理证明(尽管这可能与计算机科学中的逻辑重叠),知识表示,规划,和人工智能中的不确定性。大致包括ACM学科类I.2.0、I.2.1、I.2.3、I.2.4、I.2.8和I.2.11中的材料。
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一级分类:Computer Science        计算机科学
二级分类:Computer Science and Game Theory        计算机科学与博弈论
分类描述:Covers all theoretical and applied aspects at the intersection of computer science and game theory, including work in mechanism design, learning in games (which may overlap with Learning), foundations of agent modeling in games (which may overlap with Multiagent systems), coordination, specification and formal methods for non-cooperative computational environments. The area also deals with applications of game theory to areas such as electronic commerce.
涵盖计算机科学和博弈论交叉的所有理论和应用方面,包括机制设计的工作,游戏中的学习(可能与学习重叠),游戏中的agent建模的基础(可能与多agent系统重叠),非合作计算环境的协调、规范和形式化方法。该领域还涉及博弈论在电子商务等领域的应用。
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一级分类:Computer Science        计算机科学
二级分类:Multiagent Systems        多智能体系统
分类描述:Covers multiagent systems, distributed artificial intelligence, intelligent agents, coordinated interactions. and practical applications. Roughly covers ACM Subject Class I.2.11.
涵盖多Agent系统、分布式人工智能、智能Agent、协调交互。和实际应用。大致涵盖ACM科目I.2.11类。
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英文摘要:
  In sports competitions, teams can manipulate the result by, for instance, throwing games. We show that we can decide how to manipulate round robin and cup competitions, two of the most popular types of sporting competitions in polynomial time. In addition, we show that finding the minimal number of games that need to be thrown to manipulate the result can also be determined in polynomial time. Finally, we show that there are several different variations of standard cup competitions where manipulation remains polynomial.
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PDF链接:
https://arxiv.org/pdf/0911.1582
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关键词:循环赛 competitions Applications Intelligence interactions competitions 操纵 Robin 循环赛 cup

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