Related papers: A Methodology for Learning Players' Styles from Ga…
This paper introduces a reinforcement learning framework that enables controllable and diverse player behaviors without relying on human gameplay data. Existing approaches often require large-scale player trajectories, train separate models…
We consider strategic games that are inspired by Schelling's model of residential segregation. In our model, the agents are partitioned into k types and need to select locations on an undirected graph. Agents can be either stubborn, in…
When users can benefit from certain predictive outcomes, they may be prone to act to achieve those outcome, e.g., by strategically modifying their features. The goal in strategic classification is therefore to train predictive models that…
We consider games played on finite graphs, whose goal is to obtain a trace belonging to a given set of winning traces. We focus on those states from which Player 1 cannot force a win. We explore and compare several criteria for establishing…
Competition is a primary driver of player satisfaction and engagement in multiplayer online games. Traditional matchmaking systems aim at creating matches involving teams of similar aggregated individual skill levels, such as Elo score or…
Advancements in technology have recently allowed us to collect and analyse large-scale fine-grained data about human performance, drastically changing the way we approach sports. Here, we provide the first comprehensive analysis of…
We investigate systematically the impact of human intervention in the training of computer players in a strategy board game. In that game, computer players utilise reinforcement learning with neural networks for evolving their playing…
Schelling's famous model of segregation assumes agents of different types who would like to be located in neighborhoods having at least a certain fraction of agents of the same type. We consider natural generalizations that allow for the…
The paper presents an application of non-linear stacking ensembles for prediction of Go player attributes. An evolutionary algorithm is used to form a diverse ensemble of base learners, which are then aggregated by a stacking ensemble. This…
The analysis of user behavior in digital games has been aided by the introduction of user telemetry in game development, which provides unprecedented access to quantitative data on user behavior from the installed game clients of the entire…
How can we learn, transfer and extract handwriting styles using deep neural networks? This paper explores these questions using a deep conditioned autoencoder on the IRON-OFF handwriting data-set. We perform three experiments that…
There are an increasing number of domains in which artificial intelligence (AI) systems both surpass human ability and accurately model human behavior. This introduces the possibility of algorithmically-informed teaching in these domains…
Current research in eSports lacks the tools for proper game practising and performance analytics. The majority of prior work relied only on in-game data for advising the players on how to perform better. However, in-game mechanics and…
As artificial intelligence becomes increasingly intelligent---in some cases, achieving superhuman performance---there is growing potential for humans to learn from and collaborate with algorithms. However, the ways in which AI systems…
Consider a two-player game repeated N times. Player 1 can choose between two styles (for interpretability, offensive and defensive), whereas Player 2 uses a single fixed style. Let X N\,:= \#wins -\#losses for Player 1 after N games, and…
Is it possible to predict the affect of a user just by observing her behavioral interaction through a video? How can we, for instance, predict a user's arousal in games by merely looking at the screen during play? In this paper we address…
In mobile robotics and autonomous driving, it is natural to model agent interactions as the Nash equilibrium of a noncooperative, dynamic game. These methods inherently rely on observations from sensors such as lidars and cameras to…
Psychological models are increasingly being used to explain online behavioral traces. Aside from the commonly used personality traits as a general user model, more domain dependent models are gaining attention. The use of domain dependent…
We study in this paper three aspects of Mean Field Games. The first one is the case when the dynamics of each player depend on the strategies of the other players. The second one concerns the modeling of '' noise '' in discrete space models…
Anomaly detection is a method for discovering unusual and suspicious behavior. In many real-world scenarios, the examined events can be directly linked to the actions of an adversary, such as attacks on computer networks or frauds in…