Related papers: Depth, balancing, and limits of the Elo model
An extensive literature in economics and social science addresses contests, in which players compete to outperform each other on some measurable criterion, often referred to as a player's score, or output. Players incur costs that are an…
Small Progress Measures is one of the classical parity game solving algorithms. For games with n vertices, m edges and d different priorities, the original algorithm computes the winning regions and a winning strategy for one of the players…
The study of combinatorial games is intimately tied to the study of graphs, as any game can be realized as a directed graph in which players take turns traversing the edges until reaching a sink. However, there have heretofore been few…
Recent years have seen an explosive increase in research on large language models (LLMs), and accompanying public engagement on the topic. While starting as a niche area within natural language processing, LLMs have shown remarkable…
Modern AAA video games feature huge game levels and maps which are increasingly hard for level testers to cover exhaustively. As a result, games often ship with catastrophic bugs such as the player falling through the floor or being stuck…
We study the game of go from a complex network perspective. We construct a directed network using a suitable definition of tactical moves including local patterns, and study this network for different datasets of professional tournaments…
Statistical depths provide a fundamental generalization of quantiles and medians to data in higher dimensions. This paper proposes a new type of globally defined statistical depth, based upon control theory and eikonal equations, which…
The influential work of Bravo et al. 2018 shows that derivative free play in strongly monotone games has complexity $O(d^2/\varepsilon^3)$, where $\varepsilon$ is the target accuracy on the expected squared distance to the solution. This…
Serious games and gamification (SGG) have shown to have positive effects on health outcomes of eHealth applications. However, research has shown that a shift towards a personalized approach is needed, considering the diversity of users.…
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…
General game playing artificial intelligence has recently seen important advances due to the various techniques known as 'deep learning'. However the advances conceal equally important limitations in their reliance on: massive data sets;…
Multi-turn, multi-agent LLM game evaluations often exhibit substantial run-to-run variance. In long-horizon interactions, small early deviations compound across turns and are amplified by multi-agent coupling. This biases win rate estimates…
This paper provides theoretical bounds for empirical game theoretical analysis of complex multi-agent interactions. We provide insights in the empirical meta game showing that a Nash equilibrium of the meta-game is an approximate Nash…
The concept of depth represents methods to measure how deep an arbitrary point is positioned in a dataset and can be seen as the opposite of outlyingness. It has proved very useful and a wide range of methods have been developed based on…
This paper investigates the popular card game UNO from the viewpoint of algorithmic combinatorial game theory. We define simple and concise mathematical models for the game, including both cooperative and uncooperative versions, and analyze…
Many puzzle video games, like Sokoban, involve moving some agent in a maze. The reachable locations are usually apparent for a human player, and the difficulty of the game is mainly related to performing actions on objects, such as pushing…
Large Language Models (LLMs) are increasingly deployed in real-world applications that demand complex reasoning. To track progress, robust benchmarks are required to evaluate their capabilities beyond superficial pattern recognition.…
In game-theoretic learning, several agents are simultaneously following their individual interests, so the environment is non-stationary from each player's perspective. In this context, the performance of a learning algorithm is often…
In this article, we study the decision-making process of chess players by using a chess engine to evaluate the moves across different pools of games. We quantified the decisiveness of each move during the games using a metric derived from…
We study strategic similarity of game positions in two-player extensive games of perfect information, by looking at the structure of their local game trees, with the aim of improving the performance of game playing agents in detecting…