Related papers: Performance Dynamics and Success in Online Games
The Internet is a man-made complex system under constant attacks (e.g., Advanced Persistent Threats and malwares). It is therefore important to understand the phenomena that can be induced by the interaction between cyber attacks and cyber…
Multiplayer Online Battle Arena (MOBA) games have received increasing worldwide popularity recently. In such games, players compete in teams against each other by controlling selected game avatars, each of which is designed with different…
This descriptive study utilized a validated questionnaire to determine the emotions exhibited by computer gamers in cyber caf\'es. It was revealed that most of the gamers were young, male, single, as well as high school and vocational…
The research aims to explore how individuals perceive and interact with data protection practices in an era of increasing reliance on technology and the widespread availability of personal data. The study employs a game theoretical approach…
The behaviour of multi-agent learning in many player games has been shown to display complex dynamics outside of restrictive examples such as network zero-sum games. In addition, it has been shown that convergent behaviour is less likely to…
MOBAs represent a huge segment of online gaming and are growing as both an eSport and a casual genre. The natural starting point for AI researchers interested in MOBAs is to develop an AI to play the game better than a human - but MOBAs…
The world of competitive Esports and video gaming has seen and continues to experience steady growth in popularity and complexity. Correspondingly, more research on the topic is being published, ranging from social network analyses to the…
Playing two-player games using reinforcement learning and self-play can be challenging due to the complexity of two-player environments and the possible instability in the training process. We propose that a reinforcement learning algorithm…
Strategic diversity is often essential in games: in multi-player games, for example, evaluating a player against a diverse set of strategies will yield a more accurate estimate of its performance. Furthermore, in games with…
In this paper, we study a game called ``Mafia,'' in which different players have different types of information, communication and functionality. The players communicate and function in a way that resembles some real-life situations. We…
Esports have become major international sports with hundreds of millions of spectators. Esports games generate massive amounts of telemetry data. Using these to predict the outcome of esports matches has received considerable attention, but…
Team composition is a central factor in determining the effectiveness of a team. In this paper, we present a large-scale study on the effect of team composition on multiple measures of team effectiveness. We use a dataset from the largest…
ELO rating system is proposed by Arpad Elo, a Hungarian-American physics professor. Originally, it was proposed for the ranking system of chess players, but it was soon adapted to many other zero-sum sports fields like football, baseball,…
The next challenge of game AI lies in Real Time Strategy (RTS) games. RTS games provide partially observable gaming environments, where agents interact with one another in an action space much larger than that of GO. Mastering RTS games…
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…
Online social interactions in multiplayer games can be supportive and positive or toxic and harmful; however, few methods can easily assess interpersonal interaction quality in games. We use behavioural traces to predict affiliation between…
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…
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…
MOBA (Multiplayer Online Battle Arena) games require a delicate interplay of strategic planning and real-time decision-making, particularly in professional esports, where players exhibit varying levels of skill and strategic insight. While…
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…