Related papers: Player Skill Decomposition in Multiplayer Online B…
Human players in professional team sports achieve high level coordination by dynamically choosing complementary skills and executing primitive actions to perform these skills. As a step toward creating intelligent agents with this…
Teammate performance evaluation fundamentally shapes intervention design in video games. However, our current understanding stems primarily from competitive E-Sports contexts where individual performance directly impacts outcomes. This…
Reinforcement learning solutions have great success in the 2-player general sum setting. In this setting, the paradigm of Opponent Shaping (OS), in which agents account for the learning of their co-players, has led to agents which are able…
We propose novel methods to develop action controllable agent that behaves like a human and has the ability to align with human players in Multiplayer Online Battle Arena (MOBA) games. By modeling the control problem as an action generation…
In recent years, reinforcement learning has been successful in solving video games from Atari to Star Craft II. However, the end-to-end model-free reinforcement learning (RL) is not sample efficient and requires a significant amount of…
Complex environments and tasks pose a difficult problem for holistic end-to-end learning approaches. Decomposition of an environment into interacting controllable and non-controllable objects allows supervised learning for non-controllable…
We analyze the dynamics of competitions with a large number of players. In our model, n players compete against each other and the winner is decided based on the standings: in each competition, the mth ranked player wins. We solve for the…
Gauging an individual's skill level is crucial, as it inherently shapes their behavior. Quantifying skill, however, is challenging because it is latent to the observed actions. To explore skill understanding in human behavior, we focus on…
Video Games are boring when they are too easy, and frustrating when they are too hard. In terms of providing game experience such as enjoyment to the player by match players with different levels of ability to player ability, We assume that…
The meteoric rise of online games has created a need for accurate skill rating systems for tracking improvement and fair matchmaking. Although many skill rating systems are deployed, with various theoretical foundations, less work has been…
Low-Rank Adaptation (LoRA) is a popular technique for parameter-efficient fine-tuning of Large Language Models (LLMs). We study how different LoRA modules can be merged to achieve skill composition -- testing the performance of the merged…
This article explores the value and measurable effects of hard and soft skills in academia when teaching and developing abilities for the game industry. As we discuss, each individuals engagement with the subject directly impacts their…
Digital games are one of the major and most important fields on the entertainment domain, which also involves cinema and music. Numerous attempts have been done to improve the quality of the games including more realistic artistic…
Attribute-driven software architecture design aims to provide decision support by taking into account the quality attributes of softwares. A central question in this process is: What architecture design best fulfills the desirable software…
We compare four different `game-spaces' in terms of their usefulness in characterising multi-player tabletop games, with a particular interest in any underlying change to a game's characteristics as the number of players changes. In each…
The complexity of game play in online multiplayer games has generated strong interest in modeling the different play styles or strategies used by players for success. We develop a hierarchical Bayesian regression approach for the online…
The detrimental effects of toxicity in competitive online video games are widely acknowledged, prompting publishers to monitor player chat conversations. This is challenging due to the context-dependent nature of toxicity, often spread…
Opponent modeling is necessary in multi-agent settings where secondary agents with competing goals also adapt their strategies, yet it remains challenging because strategies interact with each other and change. Most previous work focuses on…
Player modeling attempts to create a computational model which accurately approximates a player's behavior in a game. Most player modeling techniques rely on domain knowledge and are not transferable across games. Additionally, player…
Existing language agents often encounter difficulties in dynamic adversarial games due to poor strategic reasoning. To mitigate this limitation, a promising approach is to allow agents to learn from game interactions automatically, without…