Related papers: Analyses of a Virtual World
Massive multiplayer online role-playing games (MMORPGs) are very popular in past few years. The profit of an MMORPG company is proportional to how many users registered, and the instant number of online avatars is a key factor to assess how…
Progress in multiagent intelligence research is fundamentally limited by the number and quality of environments available for study. In recent years, simulated games have become a dominant research platform within reinforcement learning, in…
This paper proposes a perceptual visual analysis regarding the personality of virtual humans. Many studies have presented findings regarding the way human beings perceive virtual humans with respect to their faces, body animation, motion in…
Game theory provides an effective way to model strategic interactions among rational agents. In the context of formal verification, these ideas can be used to produce guarantees on the correctness of multi-agent systems, with a diverse…
With the wide adoption of the multi-community setting in many popular social media platforms, the increasing user engagements across multiple online communities warrant research attention. In this paper, we introduce a novel analogy between…
One problem facing players of competitive games is negative, or toxic, behavior. League of Legends, the largest eSport game, uses a crowdsourcing platform called the Tribunal to judge whether a reported toxic player should be punished or…
Constituents of complex systems interact with each other and self-organize to form complex networks. Empirical results show that the link formation process of many real networks follows either the global principle of popularity or the local…
In this work we explore cyberbullying and other toxic behavior in team competition online games. Using a dataset of over 10 million player reports on 1.46 million toxic players along with corresponding crowdsourced decisions, we test…
Hallucination continues to pose a major obstacle in the reasoning capabilities of large language models (LLMs). Although the Multi-Agent Debate (MAD) paradigm offers a promising solution by promoting consensus among multiple agents to…
This paper describes an application of Bayesian programming to the control of an autonomous avatar in a multiplayer role-playing game (the example is based on World of Warcraft). We model a particular task, which consists of choosing what…
Strategic social deduction games serve as valuable testbeds for evaluating the understanding and inference skills of language models, offering crucial insights into social science, artificial intelligence, and strategic gaming. This paper…
We present MUG, a novel interactive task for multimodal grounding where a user and an agent work collaboratively on an interface screen. Prior works modeled multimodal UI grounding in one round: the user gives a command and the agent…
Using mobile phone records and information theory measures, our daily lives have been recently shown to follow strict statistical regularities, and our movement patterns are to a large extent predictable. Here, we apply entropy and…
The computational role of imagination remains debated. While classical accounts emphasize reward maximization, emerging evidence suggests it accesses internal world models (IWMs). We employ psychological network analysis to compare IWMs in…
Research on relationship quality often relies on lengthy questionnaires or invasive textual corpora, limiting ecological validity and user privacy. We ask whether a sequence of single-word choices made in a playful setting can reveal…
Can we describe social systems quantitatively and predictively, when we know all the actions, interactions, and states of individuals? We interpret human societies as co-evolutionary systems of individuals and their interactions. Based on…
Human-like agents are an increasingly important topic in games and beyond. Believable non-player characters enhance the gaming experience by improving immersion and providing entertainment. They also offer players the opportunity to engage…
The mean field games (MFG) paradigm was introduced to provide tractable approximations of games involving very large populations. The theory typically rests on two key assumptions: homogeneity, meaning that all players share the same…
As a step towards studying human-agent collectives we conduct an online game with human participants cooperating on a network. The game is presented in the context of achieving group formation through local coordination. The players set…
Multiplayer online battle arena has become a popular game genre. It also received increasing attention from our research community because they provide a wealth of information about human interactions and behaviors. A major problem is…