Related papers: Performance Dynamics and Success in Online Games
Game dynamics theory, as a field of science, the consistency of theory and experiment is essential. In the past 10 years, important progress has been made in the merging of the theory and experiment in this field, in which dynamics cycle is…
Recent progress in artificial intelligence through reinforcement learning (RL) has shown great success on increasingly complex single-agent environments and two-player turn-based games. However, the real-world contains multiple agents, each…
We examine the tuning of cooperative behavior in repeated multi-agent games using an analytically tractable, continuous-time, nonlinear model of opinion dynamics. Each modeled agent updates its real-valued opinion about each available…
Complex networks serve as abstract models for understanding real-world complex systems and provide frameworks for studying structured dynamical systems. This article addresses limitations in current studies on the exploration of individual…
Wealthy individuals may be less tempted to defect than those with comparatively low payoffs. To take this into consideration, we introduce coevolutionary success-driven multigames in structured populations. While the core game is always the…
The psychology of the individual is continuously changing in nature, which has a significant influence on the evolutionary dynamics of populations. To study the influence of the continuously changing psychology of individuals on the…
Reinforcement learning has shown much success in games such as chess, backgammon and Go. However, in most of these games, agents have full knowledge of the environment at all times. In this paper, we describe a deep learning model in which…
This paper develops metrics from a social network perspective that are directly translatable to the outcome of a basketball game. We extend a state-of-the-art multi-resolution stochastic process approach to modeling basketball by modeling…
The success of modern civilization is built upon widespread cooperation in human society, deciphering the mechanisms behind has being a major goal for centuries. A crucial fact is, however, largely missing in most prior studies that games…
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…
Beyond possessing large enough size to feed data hungry machines (eg, transformers), what attributes measure the quality of a dataset? Assuming that the definitions of such attributes do exist, how do we quantify among their relative…
Lurking is a complex user-behavioral phenomenon that occurs in all large-scale online communities and social networks. It generally refers to the behavior characterizing users that benefit from the information produced by others in the…
We analyze the game of go from the point of view of complex networks. We construct three different directed networks of increasing complexity, defining nodes as local patterns on plaquettes of increasing sizes, and links as actual…
In fighting games, individual players of the same skill level often exhibit distinct strategies from one another through their gameplay. Despite this, the majority of AI agents for fighting games have only a single strategy for each "level"…
The Parrondo's paradox is a counterintuitive phenomenon in which individually losing strategies, canonically termed game A and game B, are combined to produce winning outcomes. In this paper, a co-evolution of game dynamics and network…
Two traditional paradigms are often used to describe the behavior of agents in multi-agent complex systems. In the first one, agents are considered to be fully rational and systems are seen as multi-player games. In the second one, agents…
The availability of massive data about sports activities offers nowadays the opportunity to quantify the relation between performance and success. In this study, we analyze more than 6,000 games and 10 million events in six European leagues…
Advertisers are increasingly monitoring people's online behavior and using the information collected to show people individually targeted advertisements. This phenomenon is called online behavioral advertising (OBA). Although advertisers…
We introduce a reinforcement learning environment based on Heroic - Magic Duel, a 1 v 1 action strategy game. This domain is non-trivial for several reasons: it is a real-time game, the state space is large, the information given to the…
A cyber security problem in a networked system formulated as a resilient graph problem based on a game-theoretic approach is considered. The connectivity of the underlying graph of the network system is reduced by an attacker who removes…