Recent progress in the field of reinforcement learning has been accelerated by virtual learning environments such as video games, where novel algorithms and ideas can be quickly tested in a safe and reproducible manner. We introduce the Google Research Football Environment, a new reinforcement learning environment where agents are trained to play football in an advanced, physics-based 3D simulator. The resulting environment is challenging, easy to use and customize, and it is available under a permissive open-source license. In addition, it provides support for multiplayer and multi-agent experiments. We propose three full-game scenarios of varying difficulty with the Football Benchmarks and report baseline results for three commonly used reinforcement algorithms (IMPALA, PPO, and Ape-X DQN). We also provide a diverse set of simpler scenarios with the Football Academy and showcase several promising research directions.
Purpose: This article aims to identify leaders' personality and competence traits that determine success for Polish small and medium-sized enterprises. Design/Methodology/Approach: Empirical data are selected from an experimental survey conducted by the Statistics Poland from December 2017 to January 2018 as part of the Determinants of Entrepreneurship Developments in the SMEs Sector project. We used 20959 surveys of enterprises in which the leader (an owner or a manager) played a dominant role. To test the dependence of measures of success (selected aspects of changes in enterprises) and assessments of the importance of personality and competence features of leaders, we built appropriate contingency tables and used the Pearson chi-square independence test. We also applied logistic regression and calculated the appropriate odds ratios. Findings: When estimating logistic parameters, we obtained a model with five statistically significant variables: beliefs about the possibility of achieving set goals; high aspirations and constant search for new challenges; passion and commitment; fluency in foreign languages; and knowledge of the company's market. Practical implications: The results of this research suggest for enterprises a need for prodevelopment activities in the field of managerial competencies.
Goal-The aim of the empirical research using the electronic survey questionnaire was to identify the determinants of consumers' behavior on the market on the basis of the type, place and frequency of purchasing goods that satisfy the basic needs. Research methodology-There were presented results of the survey conducted online (n=482) in Poland. The character of the sample was random and representative. Score-The research showed that 97% of respondents do shopping at least once a week, whereas 33% of surveyed individuals go shopping every day. There was observed statistically essential dependence of preferences related to the shopping frequency on the age and the character of the town and region. The selection of the shopping place was, in statistic terms, influenced by the region-voivodeship (except for coffee/tea) and by the character of the town (except for bakery products and sweet baked goods) or the level of incomes (chiefly with regards to the purchase of cold meats and coffee/tea).
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