Related papers: openWAR: An Open Source System for Evaluating Over…
Two-player quantitative zero-sum games provide a natural framework to synthesize controllers with performance guarantees for reactive systems within an uncontrollable environment. Classical settings include mean-payoff games, where the…
In 2024, Major League Baseball released new bat tracking data, reporting swing-by-swing bat speed and swing length measured at the point of contact. While exciting, the data present challenges for their interpretation. The timing of the…
Methods for sequential decision-making are often built upon a foundational assumption that the underlying decision process is stationary. This limits the application of such methods because real-world problems are often subject to changes…
This paper presents TotalBotWar, a new pseudo real-time multi-action challenge for game AI, as well as some initial experiments that benchmark the framework with different agents. The game is based on the real-time battles of the popular…
A quantitative method is described for comparing chess openings. Test openings and baseline openings are run through chess engines under controlled conditions and compared to evaluate the effectiveness of the test openings. The results are…
We reason about possible future development of quantum game theory and its impact on information processing and the emerging information society. Two of the authors have recently proposed a quantum description of financial market in terms…
We initiate the study of Preference-Based Multi-Agent Reinforcement Learning (PbMARL), exploring both theoretical foundations and empirical validations. We define the task as identifying the Nash equilibrium from a preference-only offline…
We propose a unifying additive theory for standard conventions in Combinatorial Game Theory, including normal-, mis\`ere- and scoring-play, studied by Berlekamp, Conway, Dorbec, Ettinger, Guy, Larsson, Milley, Neto, Nowakowski, Renault,…
Predicting batting averages for specific batters against specific pitchers is a challenging problem in baseball. Previous methods for estimating batting averages in these matchups have used regression models that can incorporate the…
Rating strategies in a game is an important area of research in game theory and artificial intelligence, and can be applied to any real-world competitive or cooperative setting. Traditionally, only transitive dependencies between strategies…
We study a simple adaptive model in the framework of an N -player normal form game. The model consists of a repeated game where the players only know their own action space and their own payoff scored at each stage, not those of the other…
We analyze incomplete-information games where an oracle publicly shares information with players. One oracle dominates another if, in every game, it can match the set of equilibrium outcomes induced by the latter. Distinct characterizations…
We present evidence, based on play-by-play data from all 6087 games from the 2006/07--2009/10 seasons of the National Basketball Association (NBA), that basketball scoring is well described by a weakly-biased continuous-time random walk.…
In this study, we investigate the interplay between player speed and ball control in soccer. We present a novel pitch control algorithm that quantifies the probability of a player gaining possession at any location on the field. Our model…
Balancing is, especially among players, a highly debated topic of video games. Whether a game is sufficiently balanced greatly influences its reception, player satisfaction, churn rates and success. Yet, conceptions about the definition of…
The prevailing belief propagated by NBA league observers is that the workload of the NBA season dramatically influences a player's performance$^{1,2,3,4,5}$. We offer an analysis of cross game player fatigue that calls into question the…
Background: Measurement errors in terms of quantification or classification frequently occur in epidemiologic data and can strongly impact inference. Measurement errors may occur when ascertaining, recording or extracting data. Although the…
In a function that takes its inputs from various players, the effect of a player measures the variation he can cause in the expectation of that function. In this paper we prove a tight upper bound on the number of players with large effect,…
We prove that in a general zero-sum repeated game where the first player is more informed than the second player and controls the evolution of information on the state, the uniform value exists. This result extends previous results on…
Standard game theory assumes that the structure of the game is common knowledge among players. We relax this assumption by considering extensive games where agents may be unaware of the complete structure of the game. In particular, they…