Related papers: Analyses of a Virtual World
Crowdsourcing, together with its related approaches, has become very popular in recent years. All crowdsourcing processes involve the participation of a digital crowd, a large number of people that access a single Internet platform or…
This paper proposes the simulation of structured behaviors in a crowd of virtual agents by extending the BioCrowds simulation model. Three behaviors were simulated and evaluated, a queue as a generic case and two specific behaviors observed…
Game jams are a way to create games under fast-paced conditions and certain constraints. The increase in game jam events all over the world, their engaging and creative nature, with the aim of sharing results among players can be seen in…
Previous research has demonstrated the advantages of integrating data from multiple sources over traditional unimodal data, leading to the emergence of numerous novel multimodal applications. We propose a multimodal classification benchmark…
Can out-of-the-box pretrained Large Language Models (LLMs) detect human affect successfully when observing a video? To address this question, for the first time, we evaluate comprehensively the capacity of popular LLMs for successfully…
LLM-powered multimodal systems are increasingly used to interpret human behavior, yet how researchers apply the models' 'social competence' remains poorly understood. This paper presents a systematic literature review of 176 publications…
In the last decade, crowdsourcing has become a popular method for conducting quantitative empirical studies in human-machine interaction. The remote work on a given task in crowdworking settings suits the character of typical…
Mobile games are extremely popular and engage millions of people every day. Even if they are often quite simple, their development features a high degree of difficulty and requires close attention to both achieve a high satisfaction from…
Social simulation is transforming traditional social science research by modeling human behavior through interactions between virtual individuals and their environments. With recent advances in large language models (LLMs), this approach…
Current cybersecurity research increasingly acknowledges the human factor, yet remains fragmented, often treating user vulnerabilities as isolated and static traits. This paper introduces MORPHEUS, a holistic framework that operationalizes…
Large language models (LLMs) are increasingly deployed as interactive agents, yet their capacity for social and strategic reasoning over extended interaction remains poorly understood. Existing evaluations rely on static vignettes or…
Despite many efforts, the behavior of a crowd is not fully understood. The advent of modern communication media has made it an even more challenging problem, as crowd dynamics could be driven by both human-to-human and human-technology…
The Prisoner's Dilemma has been a subject of extensive research due to its importance in understanding the ever-present tension between individual self-interest and social benefit. A strictly dominant strategy in a Prisoner's Dilemma…
Network games provide a natural machinery to compactly represent strategic interactions among agents whose payoffs exhibit sparsity in their dependence on the actions of others. Besides encoding interaction sparsity, however, real networks…
Social deduction games like Werewolf combine language, reasoning, and strategy, providing a testbed for studying natural language and social intelligence. However, most studies reduce the game to LLM-based self-play, yielding templated…
The believable simulation of multi-user behavior is crucial for understanding complex social systems. Recently, large language models (LLMs)-based AI agents have made significant progress, enabling them to achieve human-like intelligence…
Online gaming is a multi-billion dollar industry that entertains a large, global population. One unfortunate phenomenon, however, poisons the competition and the fun: cheating. The costs of cheating span from industry-supported expenditures…
Online video games have become major online social spaces where users interact, compete, and create together. These spaces, however, expose users to a wide spectrum of online harms, including harassment, discrimination, inappropriate…
This paper focuses on building personalized player models solely from player behavior in the context of adaptive games. We present two main contributions: The first is a novel approach to player modeling based on multi-armed bandits (MABs).…
In a community-structured population, public goods games (PGG) occur both within and between communities. Such type of PGG is referred as multilevel public goods games (MPGG). We propose a minimalist evolutionary model of the MPGG and…