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Continuous-time assessments of game outcomes in sports have become increasingly common in the last decade. In American football, only discrete-time estimates of play value were possible, since the most advanced public football datasets were…
Coordination games describe social or economic interactions in which the adoption of a common strategy has a higher payoff. They are classically used to model the spread of conventions, behaviors, and technologies in societies. Here we…
Predicting and improving player retention is crucial to the success of mobile Free-to-Play games. This paper explores the problem of rapid retention prediction in this context. Heuristic modeling approaches are introduced as a way of…
We investigate the effect of reward shaping in improving the performance of reinforcement learning in the context of the real-time strategy, capture-the-flag game. The game is characterized by sparse rewards that are associated with…
The notion of \emph{policy regret} in online learning is a well defined? performance measure for the common scenario of adaptive adversaries, which more traditional quantities such as external regret do not take into account. We revisit the…
We argue for the use of active learning methods for player modelling. In active learning, the learning algorithm chooses where to sample the search space so as to optimise learning progress. We hypothesise that player modelling based on…
Multiplayer online battle arena games provide an excellent opportunity to study team performance. When designing a team, players must negotiate a \textit{proficiency-congruency dilemma} between selecting roles that best match their…
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…
Online streaming is an emerging market that address much attention. Assessing gaming skills from videos is an important task for streaming service providers to discover talented gamers. Service providers require the information to offer…
Antisocial behavior can be contagious, spreading from individual to individual and rippling through social networks. Moreover, it can spread not only through third-party influence from observation, just like innovations or individual…
Humans are routinely asked to evaluate the performance of other individuals, separating success from failure and affecting outcomes from science to education and sports. Yet, in many contexts, the metrics driving the human evaluation…
Online fantasy cricket has emerged as large-scale competitive systems in which participants construct virtual teams and compete based on real-world player performances. This massive growth has been accompanied by important questions about…
We describe a preliminary investigation into learning a Chess player's style from game records. The method is based on attempting to learn features of a player's individual evaluation function using the method of temporal differences, with…
This paper studies the relations between agent performances and their intellective abilities in mix-games in which there are two groups of agents: one group plays a minority game, and the other plays a majority game. These two groups have…
This study explores the relationship between the performance of a football team and the topological parameters of temporal passing networks. To achieve this, we propose a method to identify moments of high and low team performance based on…
User performance is crucial in interactive systems, capturing how effectively users engage with task execution. Prospectively predicting performance enables the timely identification of users struggling with task demands. While ocular and…
This work introduces a unified framework for analyzing games in greater depth. In the existing literature, players' strategies are typically assigned scalar values, and equilibrium concepts are used to identify compatible choices. However,…
We consider a version of large population games whose players compete for resources using strategies with adaptable preferences. The system efficiency is measured by the variance of the decisions. In the regime where the system can be…
From the viewpoint of networks, a ranking system for players or teams in sports is equivalent to a centrality measure for sports networks, whereby a directed link represents the result of a single game. Previously proposed network-based…
In educational technology and learning sciences, there are multiple uses for a predictive model of whether a student will perform a task correctly or not. For example, an intelligent tutoring system may use such a model to estimate whether…