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This paper proposes tests for out-of-sample comparisons of interval forecasts based on parametric conditional quantile models. The tests rank the distance between actual and nominal conditional coverage with respect to the set of conditioning variables from all models, for a given loss function. We propose a pairwise test to compare two models for a single predictive interval. The set-up is then extended to a comparison across multiple models and/or intervals. The limiting distribution varies depending on whether models are strictly non-nested or overlapping. In the latter case, degeneracy may occur. We establish the asymptotic validity of wild bootstrap based critical values across all cases. An empirical application to Growth-at-Risk (GaR) uncovers situations in which a richer set of financial indicators are found to outperform a commonly-used benchmark model when predicting downside risk to economic activity.
Der Ökonom Prof. Guido Friebel hat zusammen mit anderen Wissenschaftler*innen die Einführung eines sogenannten Mitarbeiterempfehlungsprogramms (ERP = Employee Referral Program) in einer Lebensmittelkette untersucht. Der größte Effekt liegt in der gestiegenen Wertschätzung der Mitarbeitenden seitens der Unternehmensleitung.
Goal setting is vital in learning sciences, but the scientific evaluation of optimal learning goals is underexplored. This study proposes a novel methodological approach to determine optimal learning goals. The data in this study comes from a gamified learning app implemented in an undergraduate accounting course at a large German university. With a combination of decision trees and regression analyses, the goals connected to the badges implemented in the app are evaluated. The results show that the initial badge set already motivated learning strategies that led to better grades on the exam. However, the results indicate that the levels of the goals could be improved, and additional badges could be implemented. In addition to new goal levels, new goal types are also discussed. The findings show that learning goals initially determined by the instructors need to be evaluated to offer an optimal motivational effect. The new methodological approach used in this study can be easily transferred to other learning data sets to provide further insights.
Auszubildende sollen durch die Berufsausbildung u.a. die Kompetenz erlangen, berufliche Probleme zu lösen. Abschlussprüfungen dienen der Kompetenzerfassung, schriftlich-kaufmännische Prüfungsaufgaben bilden allerdings noch unzureichend Problemsituationen ab, deren Lösung Problemlösekompetenz erfordert. An der Erstellung von Prüfungsaufgaben sind auch Lehrkräfte kaufmännisch-beruflicher Schulen beteiligt. In der Arbeit wird untersucht, wie sie in der ersten und zweiten Phase der Lehrer*innenbildung auf das Erstellen problemhaltiger Aufgaben zu summativ-diagnostischen Zwecken vorbereitet werden. Hierfür werden Dokumentenanalysen zu beiden Phasen der Lehrer*innenbildung durchgeführt. Die Ergebnisse werden mittels einer Fragebogenstudie mit Studiengangsleiter*innen sowie Interviews mit Fachleiter*innen der Studienseminare gesichert. Um die Wahrnehmung angehender Lehrkräfte zu erfahren, werden Interviews mit Masterstudierenden der Wirtschaftspädagogik sowie Lehrkräfte im Vorbereitungsdienst (LiV) an kaufmännisch-beruflichen Schulen durchgeführt.
Durch die Vorstudien gelingt es, Optimierungsbedarfe in der Ausbildung von Lehrkräften kaufmännisch-beruflicher Schulen festzuhalten. Davon ausgehend wird ein Trainingskonzept begründet ausgewählt. Die Evaluation dessen erfolgt mittels einer quasi-experimentellen Studie mit Masterstudierende und LiV. Zur qualitativen Evaluation werden Interviews mit Teilnehmenden der Interventionsgruppe durchgeführt. Die Ergebnisse zeigen, dass die Teilnehmenden das Training als Intervention überwiegend positiv wahrnehmen und dieser, zumindest mit Blick auf das Erstellen von problemhaltigen Aufgaben, zu einem Lernzuwachs führt. Durch die bedarfsorientierte Intervention und dessen Evaluationsergebnisse wird ein Konzept vorgeschlagen, welches eine Lösung zur Deckung bestehender Optimierungsbedarfe bietet. Die Ergebnisse der Arbeit haben das Potential, langfristig einen Beitrag zur Verbesserung der Lehrer*innenbildung zu leisten und somit u.a. Assessmentaufgaben valider zu gestalten.
This cumulative dissertation contains four self-contained chapters on stochastic games and learning in intertemporal choice.
Chapter 1 presents an experiment on value learning in a setting where actions have both immediate and delayed consequences. Subjects make a series of choices between abstract options, with values that have to be learned by sampling. Each option is associated with two payoff components: One is revealed immediately after the choice, the other with one round delay. Objectively, both payoff components are equally important, but most subjects systematically underreact to the delayed consequences. The resulting behavior appears impatient or myopic. However, there is no inherent reason to discount: All rewards are paid simultaneously, after the experiment. Elicited beliefs on the value of options are in accordance with choice behavior. These results demonstrate that revealed impatience may arise from frictions in learning, and that discounting does not necessarily reflect deep time preferences. In a treatment variation, subjects first learn passively from the evidence generated by others, before then making a series of own choices. Here, the underweighting of delayed consequences is attenuated, in particular for the earliest own decisions. Active decision making thus seems to play an important role in the emergence of the observed bias.
Chapter 2 introduces and proves existence of Markov quantal response equilibrium (QRE), an application of QRE to finite discounted stochastic games. We then study a specific case, logit Markov QRE, which arises when players react to total discounted payoffs using the logit choice rule with precision parameter λ. We show that the set of logit Markov QRE always contains a smooth path that leads from the unique QRE at λ = 0 to a stationary equilibrium of the game as λ goes to infinity. Following this path allows to solve arbitrary finite discounted stochastic games numerically; an implementation of this algorithm is publicly available as part of the package sgamesolver. We further show that all logit Markov QRE are ε-equilibria, with a bound for ε that is independent of the payoff function of the game and decreases hyperbolically in λ. Finally, we establish a link to reinforcement learning, by characterizing logit Markov QRE as the stationary points of a game dynamic that arises when all players follow the well-established reinforcement learning algorithm expected SARSA.
Chapter 3 introduces the logarithmic stochastic tracing procedure, a homotopy method to compute stationary equilibria for finite and discounted stochastic games. We build on the linear stochastic tracing procedure (Herings and Peeters 2004), but introduce logarithmic penalty terms as a regularization device, which brings two major improvements. First, the scope of the method is extended: it now has a convergence guarantee for all games of this class, rather than just generic ones. Second, by ensuring a smooth and interior solution path, computational performance is increased significantly. A ready-to-use implementation is publicly available. As demonstrated here, its speed compares quite favorable to other available algorithms, and it allows to solve games of considerable size in reasonable times. Because the method involves the gradual transformation of a prior into equilibrium strategies, it is possible to search the prior space and uncover potentially multiple equilibria and their respective basins of attraction. This also connects the method to established theory of equilibrium selection.
Chapter 4 introduces sgamesolver, a python package that uses the homotopy method to compute stationary equilibria of finite discounted stochastic games. A short user guide is complemented with discussion of the homotopy method, the two implemented homotopy functions logit Markov QRE and logarithmic tracing, and the predictor-corrector procedure and its implementation in sgamesolver. Basic and advanced use cases are demonstrated using several example games. Finally, we discuss the topic of symmetries in stochastic games.
We estimate the causal effect of shared e-scooter services on traffic accidents by exploiting the variation in the availability of e-scooter services induced by the staggered rollout across 93 cities in six countries. Police-reported accidents involving personal injuries in the average month increased by around 8.2% after shared e-scooters were introduced. Effects are large during summer and insignificant during winter. Further heterogeneity analysis reveals the largest estimated effects for cities with limited cycling infrastructure, while no effects are detectable in cities with high bike-lane density. This difference suggests that public policy can play a crucial role in mitigating accidents related to e-scooters and, more generally, to changes in urban mobility.
Even as online advertising continues to grow, a central question remains: Who to target? Yet, advertisers know little about how to select from the hundreds of audience segments for targeting (and combinations thereof) for a profitable online advertising campaign. Utilizing insights from a field experiment on Facebook (Study 1), we develop a model that helps advertisers solve the cold-start problem of selecting audience segments for targeting. Our model enables advertisers to calculate the break-even performance of an audience segment to make a targeted ad campaign at least as profitable as an untargeted one. Advertisers can use this novel model to decide whether to test specific audience segments in their campaigns (e.g., in randomized controlled trials). We apply our model to data from the Spotify ad platform to study the profitability of different audience segments (Study 2). Approximately half of those audience segments require the click-through rate to double compared to an untargeted campaign, which is unrealistically high for most ad campaigns. Our model also shows that narrow segments require a lift that is likely not attainable, specifically when the data quality of these segments is poor. We confirm this theoretical finding in an empirical study (Study 3): A decrease in data quality due to Apple’s introduction of the App Tracking Transparency (ATT) framework more negatively affects the click-through rate of narrow (versus broad) audience segments.
In recent years, European regulators have debated restricting the time an online tracker can track a user to protect consumer privacy better. Despite the significance of these debates, there has been a noticeable absence of any comprehensive cost-benefit analysis. This article fills this gap on the cost side by suggesting an approach to estimate the economic consequences of lifetime restrictions on cookies for publishers. The empirical study on cookies of 54,127 users who received ∼128 million ad impressions over ∼2.5 years yields an average cookie lifetime of 279 days, with an average value of €2.52 per cookie. Only ∼13 % of all cookies increase their daily value over time, but their average value is about four times larger than the average value of all cookies. Restricting cookies’ lifetime to one year (two years) could potentially decrease their lifetime value by ∼25 % (∼19 %), which represents a potential decrease in the value of all cookies of ∼9 % (∼5%). Most cookies, however, would not be affected by lifetime restrictions of 12 or 24 months as 72 % (85 %) of the users delete their cookies within 12 (24) months. In light of the €10.60 billion cookie-based display ad revenue in Europe, such restrictions would endanger €904 million (€576 million) annually, equivalent to €2.08 (€1.33) per EU internet user. The article discusses these results' marketing strategy challenges and opportunities for advertisers and publishers.