Related papers: Analyses of a Virtual World
Human-robot studies are expensive to conduct and difficult to control, and as such researchers sometimes turn to human-avatar interaction in the hope of faster and cheaper data collection that can be transferred to the robot domain. In…
The dynamic nature of esports makes the situation relatively complicated for average viewers. Esports broadcasting involves game expert casters, but the caster-dependent game commentary is not enough to fully understand the game situation.…
Deception is prevalent in human social settings. However, studies into the effect of deception on reinforcement learning algorithms have been limited to simplistic settings, restricting their applicability to complex real-world problems.…
Is there something akin to geopolitics for online communities? One could think of communities as nations formed around shared interests of individual users. Friendly borders capture similar interests, but conflicts could emerge due to…
Mobile gaming presents a number of main issues which remain open. These are concerned mainly with connectivity, computational capacities, memory and battery constraints. In this paper, we discuss the design of a fully distributed approach…
This paper explores the open research problem of understanding the social behaviors of LLM-based agents. Using Avalon as a testbed, we employ system prompts to guide LLM agents in gameplay. While previous studies have touched on gameplay…
In most games, social connections are an essential part of the gaming experience. Players connect in communities inside or around games and form friendships, which can be translated into other games or even in the real world. Recent…
Collaboration is a cornerstone of society. In the real world, human teammates make use of multi-sensory data to tackle challenging tasks in ever-changing environments. It is essential for embodied agents collaborating in visually-rich…
Chess is an emblematic sport that stands out because of its age, popularity and complexity. It has served to study human behavior from the perspective of a wide number of disciplines, from cognitive skills such as memory and learning, to…
Humans act via a nuanced process that depends both on rational deliberation and also on identity and contextual factors. In this work, we study how large language models (LLMs) can simulate human action in the context of social dilemma…
The Multi-platform Aggregated Dataset of Online Communities (MADOC) is a comprehensive dataset that facilitates computational social science research by providing FAIR-compliant standardized access to cross-platform analysis of online…
In friendship networks, individuals have different numbers of friends, and the closeness or intimacy between an individual and her friends is heterogeneous. Using a statistical filtering method to identify relationships about who depends on…
Live streaming is becoming increasingly popular in recent years, as most channels prioritize the delivery of engaging content to their viewers. Among various live streaming channels, Danmaku participation game (DPG) has emerged in China as…
Addressing the issues of dullness, low compliance, and lack of appeal in current digital mental health education and serious games for students and adolescents, this study proposes a novel, experience-centered framework for serious game…
Understanding and modeling pedestrian dynamics in dense crowds is a complex yet essential aspect of crowd management and urban planning. In this work, we investigate the dynamics of a dense crowd crossed by a cylindrical intruder using a…
Tasks of different nature and difficulty levels are a part of people's lives. In this context, there is a scientific interest in the relationship between the difficulty of the task and the persistence need to accomplish it. Despite the…
The Interactive Minority Game (IMG) is an online version of the traditional Minority Game in which human players can enter into competition with the traditional computer-controlled agents. Through the rich (and, importantly, analytically…
Crypto-currencies are digital assets designed to work as a medium of exchange, e.g., Bitcoin, but they are susceptible to attacks (dishonest behavior of participants). A framework for the analysis of attacks in crypto-currencies requires…
A model needs to make verifiable predictions to have any scientific value. In opinion dynamics, the study of how individuals exchange opinions with one another, there are many theoretical models which attempt to model opinion exchange, one…
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both…