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1. Introduction
In recent years there has been an increasing interest in applying the ideas of game
theory to analyze the environment of sports. The seminal work on the economics of
sport is debt to Rottemberg (1956). Since that date it is frequent to model problems
related to sports using an economic approach and specially the game theory tools
which are now standard in most of the economic literature. The Handbook on the
Economics of Sport (Andre and Szymanski, 2006) contains an excellent collection
of papers devoted to analyze the environment of sports from an economic point of
view.
Ordinary people, and not only scientists, are interested in sports. Moreover,
game theory is based on a set of ideas that can be explained to the layman. So
it is not surprising that the use of game theory to analyze or to explain problems
related to sports appears frequently in the popular press and on the Internet. See
for example Ronfeldt (2000), Islam (2000), Waters (2001), Varma (2004) or Gupta
(2005).
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C. Manuel, E. Gonz
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uena & M. del Pozo
i (N, w) =
ti(T )
w (T ) t1 ,
t! l=0 l
T (N ),iT
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iN
mi (d) = |d|
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C. Manuel, E. Gonz
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uena & M. del Pozo
dummy position property: for all d DN and all i N such that d(i) = , it
holds that mi (d) = 0.
symmetry: for all d DN and all i, j N such that d(i) = d(j) and d1 (i) =
d1 (j) it holds that mi (d) = mj (d).
additivity over independent partitionsa : for all d DN and every independent
partition {d1 , . . . , dr } DN it holds:
m(d) =
r
m(dk ).
k=1
Of course, it can be said that apparently there is no relationship between previous results on the degree measure and game theory. This relation is established
in what follows.
2.1.2. The -measure
The -measure is the function : DN Rn dened: i (d) =
|
jd(i) |d1 (j)|
for
each i N . The idea is that in any tournament the value of a teams victory is
decreasing with the number of defeats suered by the beaten team. Besides the
degree measure has interesting properties and in fact is very used to score the
performance in competitions, the -measure is more related to the cooperative
game theory tools. In particular, given d DN , consider the following two TU
games:
the optimistic successor game vd GN , dened
vd (S) =
d(i),
iS
for all S N . Thus, the value of a coalition is the number of teams that has
been beaten by teams in the coalition (van den Brink and Gilles, 2000)
the conservative successor game ud GN dened
ud (S) = |{j N | d1 (j) S}|,
for every S N . The value of a coalition of teams is the number of teams that
have been beaten for all the members in the coalition.
Van den Brink and Gilles (2000) proved that the -measure of each d DN is
equal to the Shapley value of the optimistic successor game vd and van den Brink
and Borm (2002) showed that it coincides as well with the Shapley value of the
conservative successor game ud .
a An
independent partition
of a directed network d is a partition {d1 , . . . , dr } D N such that for
S
all i N , (a) d(i) = rk=1 dk (i), (b) dk (i) dl (i) = , k = l and (c) each player is dominated at
most in one subnetwork in this position.
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d
in S. The centrality for player i in a particular play d is dened as
i (N, uS ). In this
case [0, 1] is a parameter that measures the relative diculty of passing the ball
with respect to controlling it. In general, it is assumed that to pass is easier than to
receive because of the pressing of the defenders. The total centrality of a player can
be obtained as some weighted combination of his centralities in dierent plays dk . To
obtain a measure for all games, authors extend previous denition using linearity.
The so dened measures are stable (nondecreasing for both incident players when
adding an arc) for almost positive games and can be characterized in terms of
component eciency and -directed fairness (except for = 0). Embedded in the
centrality of each play, it can be distinguished a part caused by its communication
activity (to pass the ball and to receive it) and another one explained by its control
on others activity. As a consequence, the centrality of each player is the city-block
modulus of the three-dimensional vector of emission, betweenness and reception
centralities. If we apply this to players in a soccer match we obtain a description of
the type of participation in the game for dierent positions in the team. Typically
the centrality of defenders will be higher for the emission component as they usually
start plays. A middle eld player will have grater betweenness centrality (as his job
generally consists of connecting defenders with forwards, and these ones have more
reception centrality because they tend to nish the dierent plays. The total sum
of centralities of players in a team gives us some idea of the strategy followed by
that team. For teams that dominate the game and the ball possessing time the total
centrality will be higher than the corresponding total one for teams with a more
direct style based on long passes or in fast counterattacks.
In a related context, Amer et al. (2010) establish conditions on cooperative
games so that they can be used to measure accessibility to the nodes in a directed
graph. In their model, they use generalized TU games (games in generalized characteristic function form) as they were introduced by Nowak and Radzik (1994)
and studied later by S
anchez and Berganti
nos (1997) and del Pozo et al. (2011b).
Moreover, a detailed study of accessibility in a concrete example, the European
Basketball Championship (EUROBASKET 2009), is oered.
3. Status Games
With the aim of analyzing status using the mathematical tools of game theory,
Quint and Shubik (1999) introduced the status games: n-player cooperative games
in which the outcomes are orderings of the actors within a hierarchy, i.e., permutations of N . In many frameworks the amount of money that receives an actor is
less important than his position or rank in relation to others. Sports appear in the
paper as examples of the importance of the position relative to others. In general,
tennis players place more importance on their position in ATP ranking than on
the amount of money they earn. Sometimes a soccer player leaves a team because
he wants to be the highest paid player (when Etoo left the FC Barcelona, it was
said that he wanted to earn more money than Messi). The theory of status-games
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analyzes the status, instead of the wealth, using the mathematical tools of game
theory. In a status game with set of players N , outcomes are represented by permutations of N where, if i occupies the position j in the permutation, this means that
player i attains the jth best position, and it is assumed that players will always
desire to be placed as far up as possible in the hierarchy, i.e., the closer to the rst
place, the more possible.
Later, Quint and Shubik (2001) distinguish two classes of status games based
on what is assumed about the capabilities of a coalition S N : exo-status games
and endo-status games. In exo-status games, it is assumed that such a coalition is
capable of enacting orderings over all n players. In endo-status games, each coalition
S is only capable of guaranteeing certain positions for its s members, but it has
no control over the positions that the remaining n s players can occupy in the
hierarchy. In these games each coalition has an exogenously given set S of rankings
of positions (matrices) that its members can enforce. Authors dene a condition
of balance on the family {S }SN to guarantee that the core of the game is
nonempty.
In this last paper, authors also dene another class of games: the one-to-one
ordinal preference (OOP) games. This is to be the largest possible class of games
in which players may express their preferences ordinary over a set of single objects
with which they are to be matched. This broader class includes the exo- and endostatus games. Formally an OOP game is a quadruple (N, J, R, {(S)}SN ), in
which N = {1, 2, . . . , n} is the players set, J = {1, 2, . . . , n} is a set of individual
objects (physical goods, as cars, or else positions in a hierarchy), R is a matrix
of rankings and (S) is the set of all orderings that S can eect. Authors make
certain consistency assumptions about the sets {(S)}SN : (i) disjoint coalitions
cannot both have the power to assign objets to the same player, (ii) they cannot
both assign the same object, (iii) super-additivity (if PS1 (S1 ), PS2 (S2 ) and
S1 S2 = , then PS1 + PS2 (S1 S2 ).
Finally, authors dene the core of an OOP game and prove that this core is
nonempty.
4. Team Games
Section 4 in Hern
andez-Lamoneda and S
anchez-Sanchez (2010) deals with team
games. They dene a team game as a game that vanishes on all coalitions S N
but those of a certain xed cardinality. For example, if we think of N as the set of
all players in the Spanish Soccer League and v(S) is the worth of a soccer team on
the ground then only makes sense to consider v(S) for coalitions of cardinality 11.
Then, they look at the power indices ranking of the players for these team games,
and show that there is essentially one possible power index ranking (up to sign) for
them. Authors use results in Hernandez-Lamoneda and Ju
arez (2007), in which the
space of games was decomposed as a direct sum of three orthogonal subspaces: the
subspace of symmetric games, another subspace that they call U (and that does
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uena, E. and Owen, G. [2011a] Game theory
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del Pozo, M., Manuel, C., Gonz
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uena, E. and Owen, G. [2011b] Centrality in
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Gupta, J. [2005] Footballs zero-sum game, The Indian Express, Bombay, 21 May.
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