Related papers: Rapid Skill Capture in a First-Person Shooter
We trained 13,440 large language models and found that entropy minimization requires only a single unlabeled data and 10 steps optimization to achieve performance improvements comparable to or even greater than those obtained using…
Predicting and modeling human behavior and finding trends within human decision-making processes is a major problem of social science. Rock Paper Scissors (RPS) is the fundamental strategic question in many game theory problems and…
With the recent advances in solving large, zero-sum extensive form games, there is a growing interest in the inverse problem of inferring underlying game parameters given only access to agent actions. Although a recent work provides a…
Serious games are simulation software designed to assist people in learning the practical concepts of various application fields such as Health, wellness, Education and Culture. People improve their individual knowledge, skills and attitude…
In this work, we deal with the problem of rating in sports, where the skills of the players/teams are inferred from the observed outcomes of the games. Our focus is on the online rating algorithms which estimate the skills after each new…
Fire keeps claiming a large number of victims in building fires. Although there are ways to minimize such events, fire drills are used to train the building occupants for emergency situations. However, organizing and implement these…
With the rapid development of Role-Playing Games (RPGs), players are now allowed to edit the facial appearance of their in-game characters with their preferences rather than using default templates. This paper proposes a game character…
Methods for dynamic difficulty adjustment allow games to be tailored to particular players to maximize their engagement. However, current methods often only modify a limited set of game features such as the difficulty of the opponents, or…
Output-agreement mechanisms such as ESP Game have been widely used in human computation to obtain reliable human-generated labels. In this paper, we argue that a "time-limited" output-agreement mechanism can be used to create a fast and…
Current schemes to detect cheating in online games often build on the assumption that the applied cheat takes actions that are drastically different from normal behavior. For instance, an Aimbot for a first-person shooter is used by an…
In this paper we present results from recent experiments that suggest that chess players associate emotions to game situations and reactively use these associations to guide search for planning and problem solving. We describe the design of…
Strategic decision making involves affective and cognitive functions like reasoning, cognitive and emotional empathy which may be subject to age and gender differences. However, empathy-related changes in strategic decision-making and their…
In this paper, we study the problem of learning the skill distribution of a population of agents from observations of pairwise games in a tournament. These games are played among randomly drawn agents from the population. The agents in our…
The expected goal provides a more representative measure of the team and player performance which also suit the low-scoring nature of football instead of score in modern football. The score of a match involves randomness and often may not…
In this work we investigate whether it is plausible to use the performance of a reinforcement learning (RL) agent to estimate the difficulty measured as the player completion rate of different levels in the mobile puzzle game Lily's…
To solve a text-based game, an agent needs to formulate valid text commands for a given context and find the ones that lead to success. Recent attempts at solving text-based games with deep reinforcement learning have focused on the latter,…
Agent skills, which are reusable, domain-specific knowledge artifacts, have become a popular mechanism for extending LLM-based agents, yet formally benchmarking skill usage performance remains scarce. Existing skill benchmarking efforts…
We study the quality of outcomes in repeated games when the population of players is dynamically changing and participants use learning algorithms to adapt to the changing environment. Game theory classically considers Nash equilibria of…
Human intelligence is characterized by our ability to absorb and apply knowledge from the world around us, especially in rapidly acquiring new concepts from minimal examples, underpinned by prior knowledge. Few-shot learning (FSL) aims to…
In this work, we enable gamers to share their gaming experience on social media by automatically generating eye-catching highlight reels from their gameplay session Our automation will save time for gamers while increasing audience…