Related papers: Player Skill Decomposition in Multiplayer Online B…
Competition is a primary driver of player satisfaction and engagement in multiplayer online games. Traditional matchmaking systems aim at creating matches involving teams of similar aggregated individual skill levels, such as Elo score or…
We investigate systematically the impact of human intervention in the training of computer players in a strategy board game. In that game, computer players utilise reinforcement learning with neural networks for evolving their playing…
With increasing game size, a problem of computational complexity arises. This is especially true in real world problems such as in social systems, where there is a significant population of players involved in the game, and the complexity…
Online platforms take proactive measures to detect and address undesirable behavior, aiming to focus these resource-intensive efforts where such behavior is most prevalent. This article considers the problem of efficient sampling for…
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).…
Existing benchmarks for large multimodal models (LMMs) often fail to capture their performance in real-time, adversarial environments. We introduce LM Fight Arena (Large Model Fight Arena), a novel framework that evaluates LMMs by pitting…
With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes…
Learning anticipation is a reasoning paradigm in multi-agent reinforcement learning, where agents, during learning, consider the anticipated learning of other agents. There has been substantial research into the role of learning…
In all competitions where results are based upon an individual's performance the question of whether the outcome is a consequence of skill or luck arises. We explore this question through an analysis of a large dataset of approximately one…
This research presents LLM Pokemon League, a competitive tournament system that leverages Large Language Models (LLMs) as intelligent agents to simulate strategic decision-making in Pok\'emon battles. The platform is designed to analyze and…
In games with a large number of players where players may have overlapping objectives, the analysis of stable outcomes typically depends on player types. A special case is when a large part of the player population consists of imitation…
The widespread availability of superhuman AI engines is changing how we play the ancient game of Go. The open-source software packages developed after the AlphaGo series shifted focus from producing strong playing entities to providing…
Global cooperation often falters despite shared objectives, as misaligned interests and unequal incentives undermine collective efforts, such as those in international climate change collaborations. To tackle this issue, this paper…
Progress in fields of machine learning and adversarial planning has benefited significantly from benchmark domains, from checkers and the classic UCI data sets to Go and Diplomacy. In sequential decision-making, agent evaluation has largely…
Deep reinforcement learning methods have shown great performance on many challenging cooperative multi-agent tasks. Two main promising research directions are multi-agent value function decomposition and multi-agent policy gradients. In…
In this paper, we study the problem of learning the skill distribution of a population of agents from observations of pairwise games in a tournament. These games are played among randomly drawn agents from the population. The agents in our…
Is it possible to predict the motivation of players just by observing their gameplay data? Even if so, how should we measure motivation in the first place? To address the above questions, on the one end, we collect a large dataset of…
A growing number of learning methods are actually differentiable games whose players optimise multiple, interdependent objectives in parallel -- from GANs and intrinsic curiosity to multi-agent RL. Opponent shaping is a powerful approach to…
We propose a way of extracting and aggregating per-move evaluations from sets of Go game records. The evaluations capture different aspects of the games such as played patterns or statistic of sente/gote sequences. Using machine learning…
Here we introduce a model in which individuals differ in the rate at which they seek new interactions with others, making rational decisions modeled as general symmetric two-player games. Once a link between two individuals has formed, the…