1,286 research outputs found

    Grading Exams: 100, 99, 98,...or A, B, C?

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    We introduce grading into games of status. Each player chooses effort, pro­ducing a stochastic output or score. Utilities depend on the ranking of all the scores. By clustering scores into grades, the ranking is coarsened, and the incen­tives to work are changed. We apply games of status to grading exams. Our main conclusion is that if students care primarily about their status (relative rank) in class, they are often best motivated to work not by revealing their exact numerical exam scores (100, 99, ...,1), but instead by clumping them into coarse categories (A,B,C). When student abilities are disparate, the optimal absolute grading scheme is always coarse. Furthermore, it awards fewer A’s than there are alpha-quality students, creating small elites. When students are homogeneous, we characterize optimal absolute grading schemes in terms of the stochastic dominance between student performances (when they shirk or work) on subintervals of scores, show­ing again why coarse grading may be advantageous. In both the disparate case and the homogeneous case, we prove that ab­solute grading is better than grading on a curve, provided student scores are independent.Status, Grading, Incentives, Education, Exams

    A Discrete and Bounded Envy-free Cake Cutting Protocol for Four Agents

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    We consider the well-studied cake cutting problem in which the goal is to identify a fair allocation based on a minimal number of queries from the agents. The problem has attracted considerable attention within various branches of computer science, mathematics, and economics. Although, the elegant Selfridge-Conway envy-free protocol for three agents has been known since 1960, it has been a major open problem for the last fifty years to obtain a bounded envy-free protocol for more than three agents. We propose a discrete and bounded envy-free protocol for four agents

    Grading in Games of Status: Marking Exams and Setting Wages

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    We introduce grading into games of status. Each player chooses effort, producing a stochastic output or score. Utilities depend on the ranking of all the scores. By clustering scores into grades, the ranking is coarsened, and the incentives to work are changed. We first apply games of status to grading exams. Our main conclusion is that if students care primarily about their status (relative rank) in class, they are often best motivated to work not by revealing their exact numerical exam scores (100,99,...,1), but instead by clumping them into coarse categories (A,B,C). When student abilities are disparate, the optimal grading scheme is always coarse. Furthermore, it awards fewer A's than there are alpha-quality students, creating small elites. When students are homogeneous, we characterize optimal grading schemes in terms of the stochastic dominance between student performances (when they shirk or work) on subintervals of scores, showing again why coarse grading may be advantageous. In both the disparate case and the homogeneous case, we prove that absolute grading is better than grading on a curve, provided student scores are independent. We next bring games of money and status to bear on the optimal wage schedule: workers can be motivated not merely by the purchasing power of wages, but also by the status higher wages confer. How should the employer combine both incentive devices to generate an optimal pay schedule? When workers' abilities are disparate, the optimal wage schedule creates different grades than we found with status incentives alone. The very top type should be motivated solely by money, with enormous salaries going to a tiny elite. Furthermore, if the population of workers diminishes as we go up the ability ladder and their disutility for work does not fall as fast, then the optimal wage schedule exhibits increasing wage differentials, despite the linearity in production. When workers are homogeneous, the same status grades are optimal as we found with status incentives alone. A bonus is paid only to scores in the top status grade.Status, Grading, Incentives, Education, Exams, Wages

    Weak MSO+U with Path Quantifiers over Infinite Trees

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    This paper shows that over infinite trees, satisfiability is decidable for weak monadic second-order logic extended by the unbounding quantifier U and quantification over infinite paths. The proof is by reduction to emptiness for a certain automaton model, while emptiness for the automaton model is decided using profinite trees.Comment: version of an ICALP 2014 paper with appendice
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