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    Diplomatic Challenges and Opportunities of the Pan-Arab Games

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    ํ•™์œ„๋…ผ๋ฌธ(์„์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต๋Œ€ํ•™์› : ์‚ฌ๋ฒ”๋Œ€ํ•™ ์ฒด์œก๊ต์œก๊ณผ,๊ธ€๋กœ๋ฒŒ์Šคํฌ์ธ ๋งค๋‹ˆ์ง€๋จผํŠธ์ „๊ณต, 2021.8. ๋งˆ๋ฆฌ์•„.Like many aspects in Arab history, public diplomacy in general and sport diplomacy specifically has tended to remain isolated from broader trends in recent history and the social sciences and specifically from the uprising study of sport diplomacy. This thesis aims to clarify the ways sport diplomacy is used by Arab countries through sporting events, and explains the influence of the pan-Arab Games on the diplomatic relation between these countries through examining the diplomatic challenges for the games and the future opportunities of the proposed next Pan-Arab Games in Iraq, to better diplomatic relationships between these countries. Using in-depth interviews to gather data, and through a purposeful sampling technique, high-ranked participants in positions at Arab National Olympic Committees of the last five countries that hosted the Pan-Arab Games were selected for interviews. The findings showed a clear contradiction between using inter-Arab sporting events to promote Pan-Arab ideology (Arab unity); and individual state interests. For Arab countries, the most used sport diplomacy mechanisms are in favor of individual state interests, whereas other mechanisms have the potential to regain trust and create a state of peace between conflicting countries in the region. The lack of credibility in countries proposing to host the games and the political differences that cause conflicts and instability in the region that were reflected in protests or boycotts of the games are the perceived challenges by participants, to any diplomatic scopes behind hosting the games. As for a Pan-Arab tournament hosted by Iraq, findings showed that with proper marketing the country can boost its economy and bring together the different factions of the Iraqi society around the goal of delivering a well-organized tournament which is expected to help improve or reinvent the image of Iraq into a safe, developed sporting powerhouse. A matter that would create a platform of reconciliation and cohesion for the games to create a legacy of a country that brought back the games to the scene ant their origins.์•„๋ž ์—ญ์‚ฌ์˜ ๋‹ค์–‘ํ•œ ์ธก๋ช…์„ ๋ณด์•˜์„ ๋•Œ ๊ณต๊ณต ์™ธ๊ต์„ ํฌํ•จํ•œ ์Šคํฌ์ธ  ์™ธ๊ต๋Š” ์ตœ๊ทผ ์‚ฌํšŒ๊ณผํ•™์˜ ๋ถ„์•ผ์—์„œ์˜ ์—ฐ๊ตฌ ์ง„ํ–‰์ด ๊ณ ๋ฆฝ๋˜์–ด ์žˆ๊ฑฐ๋‚˜ ํ™œ๋ฐœํžˆ ์ด๋ฃจ์–ด์ง€๊ณ  ์žˆ์ง€ ์•Š๋Š” ๊ฒฝํ–ฅ์„ ๋ณด์ด๊ณ  ์žˆ๋‹ค. ๋”ฐ๋ผ์„œ ๋ณธ ๋…ผ๋ฌธ์€ ์Šคํฌ์ธ  ์ด๋ฒคํŠธ๋ฅผ ํ†ตํ•ด ์•„๋ž ๊ตญ๊ฐ€๋“ค์ด ์Šคํฌ์ธ  ์™ธ๊ต ๋ฐฉ๋ฒ•์„ ์‚ดํŽด๋ณด๊ณ  Pan-Arab Games์˜ ์™ธ๊ต์  ์œ„๊ธฐ ๋ฐ ๊ธฐํšŒ๋ฅผ ๊ฒ€ํ† ํ•˜์—ฌ ์•„๋ž ๊ตญ๊ฐ€ ๊ฐ„์˜ ์™ธ๊ต ๊ด€๊ณ„์— ๋ฏธ์น˜๋Š” ์˜ํ–ฅ์„ ์„ค๋ช…ํ•˜๋Š” ๊ฒƒ์„ ๋ชฉ์ ์œผ๋กœ ํ•˜๊ณ  ์žˆ๋‹ค. ๋˜ํ•œ ์ด๋ผํฌ์—์„œ ์•ž์œผ๋กœ ์—ด๋ฆฌ๋Š” Pan-Arab Games์˜ ์™ธ๊ต์  ๊ด€๊ณ„์™€ ๋ฐฉํ–ฅ์— ๋Œ€ํ•œ ๋…ผ์˜๋ฅผ ํ•˜๊ณ ์ž ํ•œ๋‹ค. Purposeful sampling์„ ํ†ตํ•ด ์‹ฌ์ธต๋ฉด๋‹ด์— ์ฐธ์—ฌํ•  ์—ฐ๊ตฌ์ฐธ์—ฌ๋Œ€์ƒ์„ ์„ ์ •ํ•˜์˜€์œผ๋ฉฐ ์ž๋ฃŒ๋ฅผ ์ˆ˜์ง‘์„ ํ–ˆ๋‹ค. Pan-Arab Games๋ฅผ ์ฃผ์ตœ ํ•œ ๋งˆ์ง€๋ง‰ 5๊ฐœ ๊ตญ๊ฐ€์˜ ์•„๋ž ๊ตญ๊ฐ€ ์˜ฌ๋ฆผํ”ฝ์œ„์›ํšŒ ์ง์œ„์˜ ๊ณ ์œ„ ์œ„์›์„ ์—ฐ๊ตฌ์ฐธ๊ฐ€์ž ์„ ์ •ํ–ˆ๋‹ค. Pan-Arab ์ด๋ฐ์˜ฌ๋กœ๊ธฐ (์•„๋ž ํ†ต์ผ)๋ฅผ ์ด‰์ง„ํ•˜๊ธฐ ์œ„ํ•ด ์•„๋ž ๊ฐ„ ์Šคํฌ์ธ  ์ด๋ฒคํŠธ๋Š” ์ด์šฉํ•˜๋Š” ๊ด€๊ณ„์˜ ๋ชจ์ˆœ์ ์ธ ๋ชจ์Šต์ด ๋‚˜ํƒ€๋‚ฌ๋‹ค. ๊ฐ€์žฅ ๋งŽ์ด ์‚ฌ์šฉ๋˜๋Š” ์Šคํฌ์ธ  ์™ธ๊ต ๋ฉ”์ปค๋‹ˆ์ฆ˜์€ ๊ฐ ๊ตญ๊ฐ€์˜ ์ด์ต์„ ์ถ”๊ตฌํ•˜๋Š” ๋ฐ˜๋ฉด ์‹ ๋ขฐ๋ฅผ ํšŒ๋ณตํ•˜๊ณ  ์ง€์—ญ ๋‚ด ๋ถ„์Ÿ ๊ทธ๋ฆฌ๊ณ  ๊ตญ๊ฐ€๊ฐ„์— ํ‰ํ™” ์ƒํƒœ๋ฅผ ๋งŒ๋“ค ์ˆ˜ ์žˆ๋Š” ์ž ์žฌ๋ ฅ์„ ๊ฐ€์ง€๊ณ  ์žˆ๋‹ค๋Š” ์ฐธ์—ฌ๋Œ€์ƒ์ž๋“ค์˜ ์˜๊ฒฌ๋„ ์žˆ์—ˆ๋‹ค. ์Šคํฌ์ธ  ์ด๋ฒคํŠธ ๊ฐœ์ตœ๋ฅผ ์ œ์•ˆํ•œ ๊ตญ๊ฐ€์˜ ์‹ ๋ขฐ ๋ถ€์กฑ, ์‹œ์œ„ ๋˜๋Š” ๋ถˆ๋งค ์šด๋™์— ๋ฐ˜์˜๋œ ์ง€์—ญ์˜ ๊ฐˆ๋“ฑ๊ณผ ๋ถˆ์•ˆ์ •์„ ์•ผ๊ธฐํ•˜๋Š” ์ •์น˜์  ์ฐจ์ด๋Š” ์ด๋ฒคํŠธ๋ฅผ ๊ฐœ์ตœํ•˜๋Š” ๊ณผ์ •์— ๊ฒช๊ฒŒ ๋  ์ˆ˜ ์žˆ๋Š” ์–ด๋ ค์›€์œผ๋กœ ์ธ์‹ํ•˜๋Š” ๊ฒƒ์œผ๋กœ ๋‚˜ํƒ€๋‚ฌ๋‹ค. ๋ณธ ์—ฐ๊ตฌ์— ๋”ฐ๋ฅด๋ฉด Pan-Arab Games์˜ ๊ฒฝ์šฐ, ๊ฐ ์ง€์—ญ์˜ ํŠน์ƒ‰์— ์•Œ๋งž์€ ๋งˆ์ผ€ํŒ… ๋ฐฉํ–ฅ์„ ํ†ตํ•ด ๊ตญ๊ฐ€๊ฐ€ ๊ฒฝ์ œ์ ์œผ๋กœ ํ™œ์„ฑํ™”๋˜๊ณ  ๊ฐœ์„ ์— ๋„์›€์ด ๋  ๊ฒƒ์œผ๋กœ ์˜ˆ์ƒ๋˜๋Š” ์กฐ์ง์  ๊ฐœ์ตœ๋ฅผ ๋ชฉํ‘œ๋กœ ์‚ผ๊ณ ๋‹ค. ๋˜ํ•œ ์ด๋ผํฌ์˜ ์ด๋ฏธ์ง€๋ฅผ ์•ˆ์ „ํ•˜๊ณ  ๋ฐœ์ „๋œ ์Šคํฌ์ธ  ๊ฐ•๊ตญ์œผ๋กœ ์žฌ์ฐฝ์กฐํ•  ์ˆ˜ ์žˆ๋Š” ๊ธฐํšŒ์™€ ๊ฐ€๋Šฅ์„ฑ์— ๋Œ€ํ•ด ๋…ผ์˜๋ฅผ ํ–ˆ์œผ๋ฉฐ ์ด๋ฒคํŠธ๋ฅผ ํ†ตํ•ด ๊ตญ๊ฐ€์˜ ์œ ์‚ฐ์„ ์œ ์ง€ํ•˜๊ณ  ํ™”ํ•ด์™€ ๊ฒฐ์†์˜ ์žฅ์œผ๋กœ ๋ฐœ์ „ํ•  ์ˆ˜ ์žˆ๋Š” ์ธก๋ฉด๋„ ์ œ์‹œ๋˜์—ˆ๋‹ค.CHAPTER 1. INTRODUCTION 1 1.1 Study Background 1 1.2 Purpose of the Research 6 1.3 Research Questions 6 CHAPTER 2. LITERATURE REVIEW 7 2.1 Historical Framework 7 2.1.1 The Arab World 7 2.1.2 Arab National Olympic Committees 7 2.1.3 The Pan-Arab Games 9 2.1.4 Significant Cases 13 a. 50s-60s 14 b. 70s-80s 15 c. 90s-Present 15 2.1.5 Pan-Arabism 18 2.2 Conceptual Framework 21 2.2.1 Sport Diplomacy 21 2.2.2 Categories of Sport Diplomacy 24 a. Sport as a Tool for Diplomacy 25 b. Sport as Diplomacy 28 2.2.3 Mechanisms of Sport Diplomacy 33 a. Image-Building 34 b. Building a platform for dialogue 36 c. Creating a platform for new legislation and agreements 37 d. Providing legitimacy 38 e. Trust-building 39 f. Reconciliation, integration, and anti-racism 40 g. State-controlled propaganda 42 h. Sport ambassadors 43 CHAPTER 3. RESEARCH METHODS 46 3.1 Qualitative Research Approach 46 3.2 Participant Selection 47 3.3 In-Depth Interviews 48 3.4 Data Collection 50 3.5 Data Analysis 51 3.6 Strategies for Validating Findings 53 CHAPTER 4. FINDINGS 54 4.1 Theme Identification 55 4.2 Research Findings 56 4.2.1 Promoting Arab Unity 56 a. Developing a diplomatic discourse channel 57 b. Fostering peace 59 4.2.2 Individual State Concerns 64 a. Development of Sports 66 b. Creating new or changing perceptions 74 4.2.3 The credibility of the Games 84 4.2.4 Political Differences 87 a. A platform for protest and expressing disapproval 87 b. The political instability of the region 90 4.2.5 The next Games: a tool to improve Iraq's status 95 a. Reinventing Iraq's image 95 b. The national development of Iraq 97 4.2.6 The next Games: a platform for reconciliation and cohesion between Arab countries 98 CHAPTER 5. DISCUSSION AND CONCLUSION 105 5.1 Discussion 107 5.1.1 Sport Diplomacy Mechanisms Used by Arab Countries Through Sporting Events 107 5.1.2 Diplomatic Challenges for The Pan-Arab Games 113 5.1.3 The proposed Iraq Pan-Arab Games influencing future opportunities to better relations between Arab countries 118 5.2 Limitations and Future Implications 121 5.3 Conclusion 122 REFERENCES 124 APPENDIX 1 134 APPENDIX 2 137 ๊ตญ ๋ฌธ ์ดˆ ๋ก 140์„

    Qualitative Analysis of Concurrent Mean-payoff Games

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    We consider concurrent games played by two-players on a finite-state graph, where in every round the players simultaneously choose a move, and the current state along with the joint moves determine the successor state. We study a fundamental objective, namely, mean-payoff objective, where a reward is associated to each transition, and the goal of player 1 is to maximize the long-run average of the rewards, and the objective of player 2 is strictly the opposite. The path constraint for player 1 could be qualitative, i.e., the mean-payoff is the maximal reward, or arbitrarily close to it; or quantitative, i.e., a given threshold between the minimal and maximal reward. We consider the computation of the almost-sure (resp. positive) winning sets, where player 1 can ensure that the path constraint is satisfied with probability 1 (resp. positive probability). Our main results for qualitative path constraints are as follows: (1) we establish qualitative determinacy results that show that for every state either player 1 has a strategy to ensure almost-sure (resp. positive) winning against all player-2 strategies, or player 2 has a spoiling strategy to falsify almost-sure (resp. positive) winning against all player-1 strategies; (2) we present optimal strategy complexity results that precisely characterize the classes of strategies required for almost-sure and positive winning for both players; and (3) we present quadratic time algorithms to compute the almost-sure and the positive winning sets, matching the best known bound of algorithms for much simpler problems (such as reachability objectives). For quantitative constraints we show that a polynomial time solution for the almost-sure or the positive winning set would imply a solution to a long-standing open problem (the value problem for turn-based deterministic mean-payoff games) that is not known to be solvable in polynomial time

    Randomness for Free

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    We consider two-player zero-sum games on graphs. These games can be classified on the basis of the information of the players and on the mode of interaction between them. On the basis of information the classification is as follows: (a) partial-observation (both players have partial view of the game); (b) one-sided complete-observation (one player has complete observation); and (c) complete-observation (both players have complete view of the game). On the basis of mode of interaction we have the following classification: (a) concurrent (both players interact simultaneously); and (b) turn-based (both players interact in turn). The two sources of randomness in these games are randomness in transition function and randomness in strategies. In general, randomized strategies are more powerful than deterministic strategies, and randomness in transitions gives more general classes of games. In this work we present a complete characterization for the classes of games where randomness is not helpful in: (a) the transition function probabilistic transition can be simulated by deterministic transition); and (b) strategies (pure strategies are as powerful as randomized strategies). As consequence of our characterization we obtain new undecidability results for these games

    Discounting in Games across Time Scales

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    We introduce two-level discounted games played by two players on a perfect-information stochastic game graph. The upper level game is a discounted game and the lower level game is an undiscounted reachability game. Two-level games model hierarchical and sequential decision making under uncertainty across different time scales. We show the existence of pure memoryless optimal strategies for both players and an ordered field property for such games. We show that if there is only one player (Markov decision processes), then the values can be computed in polynomial time. It follows that whether the value of a player is equal to a given rational constant in two-level discounted games can be decided in NP intersected coNP. We also give an alternate strategy improvement algorithm to compute the value

    Games with Delays. A Frankenstein Approach

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    We investigate infinite games on finite graphs where the information flow is perturbed by nondeterministic signalling delays. It is known that such perturbations make synthesis problems virtually unsolvable, in the general case. On the classical model where signals are attached to states, tractable cases are rare and difficult to identify. Here, we propose a model where signals are detached from control states, and we identify a subclass on which equilibrium outcomes can be preserved, even if signals are delivered with a delay that is finitely bounded. To offset the perturbation, our solution procedure combines responses from a collection of virtual plays following an equilibrium strategy in the instant- signalling game to synthesise, in a Frankenstein manner, an equivalent equilibrium strategy for the delayed-signalling game

    The Role of Monotonicity in the Epistemic Analysis of Strategic Games

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    It is well-known that in finite strategic games true common belief (or common knowledge) of rationality implies that the players will choose only strategies that survive the iterated elimination of strictly dominated strategies. We establish a general theorem that deals with monotonic rationality notions and arbitrary strategic games and allows to strengthen the above result to arbitrary games, other rationality notions, and transfinite iterations of the elimination process. We also clarify what conclusions one can draw for the customary dominance notions that are not monotonic. The main tool is Tarski's Fixpoint Theorem.Comment: 20 page

    Optimal Strategies in Infinite-state Stochastic Reachability Games

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    We consider perfect-information reachability stochastic games for 2 players on infinite graphs. We identify a subclass of such games, and prove two interesting properties of it: first, Player Max always has optimal strategies in games from this subclass, and second, these games are strongly determined. The subclass is defined by the property that the set of all values can only have one accumulation point -- 0. Our results nicely mirror recent results for finitely-branching games, where, on the contrary, Player Min always has optimal strategies. However, our proof methods are substantially different, because the roles of the players are not symmetric. We also do not restrict the branching of the games. Finally, we apply our results in the context of recently studied One-Counter stochastic games

    Termination Criteria for Solving Concurrent Safety and Reachability Games

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    We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety objective to stay forever in a given set of states, and its dual, the reachability objective to reach a given set of states. We present in this paper a strategy improvement algorithm for computing the value of a concurrent safety game, that is, the maximal probability with which player~1 can enforce the safety objective. The algorithm yields a sequence of player-1 strategies which ensure probabilities of winning that converge monotonically to the value of the safety game. Our result is significant because the strategy improvement algorithm provides, for the first time, a way to approximate the value of a concurrent safety game from below. Since a value iteration algorithm, or a strategy improvement algorithm for reachability games, can be used to approximate the same value from above, the combination of both algorithms yields a method for computing a converging sequence of upper and lower bounds for the values of concurrent reachability and safety games. Previous methods could approximate the values of these games only from one direction, and as no rates of convergence are known, they did not provide a practical way to solve these games
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