Related papers: Data-driven Design: A Case for Maximalist Game Des…
In the naming game, individuals or agents exchange pairwise local information in order to communicate about objects in their common environment. The goal of the game is to reach a consensus about naming these objects. Originally used to…
Pixel art is a popular artistic style adopted in the gaming industry, and nowadays, it is often accompanied by modern rendering techniques. One example is dynamic lighting for the game sprites, for which normal mapping defines how the light…
We introduce a new approach for computing optimal equilibria via learning in games. It applies to extensive-form settings with any number of players, including mechanism design, information design, and solution concepts such as correlated,…
Today, data guides the decision-making process of most companies. Effectively analyzing and manipulating data at scale to extract and exploit relevant knowledge is a challenging task, due to data characteristics such as its size, the rate…
Data-driven optimization uses contextual information and machine learning algorithms to find solutions to decision problems with uncertain parameters. While a vast body of work is dedicated to interpreting machine learning models in the…
We resort to game theory in order to formulate Data-Driven methods for solid mechanics in which stress and strain players pursue different objectives. The objective of the stress player is to minimize the discrepancy to a material data set,…
Programs for complicated engineering and scientific tasks always have to deal with a problem of showing numerous graphical results. The limits of the screen space and often opposite requirements from different users are the cause of the…
Applying the concepts and formalisms from Evolutionary Game Theory to the data regime, the fundamental paradigms of Evolutionary Data Theory are introduced. Interpreting data in matrix form as evolutionary entities, input data is mapped to…
Game theory offers an interpretable mathematical framework for modeling multi-agent interactions. However, its applicability in real-world robotics applications is hindered by several challenges, such as unknown agents' preferences and…
We study information design in games where players choose from a continuum of actions and have continuously differentiable payoffs. We show that an information structure is optimal when the equilibrium it induces can also be implemented in…
This paper presents a framework for generating adventure games from open data. Focusing on the murder mystery type of adventure games, the generator is able to transform open data from Wikipedia articles, OpenStreetMap and images from…
Balancing is, especially among players, a highly debated topic of video games. Whether a game is sufficiently balanced greatly influences its reception, player satisfaction, churn rates and success. Yet, conceptions about the definition of…
In this paper, we propose a sensitivity-free and multi-objective structural design methodology called data-driven topology design. It is schemed to obtain high-performance material distributions from initially given material distributions…
Within the evolving field of digital intervention, serious games emerge as promising tools for evidence-based interventions. Research indicates that gamified therapy, whether employed independently or in conjunction with online…
At the intersection of what I call uncomputable art and computational epistemology, a form of experimental philosophy, we find an exciting and promising area of science related to causation with an alternative, possibly best possible,…
Software testing research has traditionally relied on closed-world assumptions, such as finite state spaces, reproducible executions, and stable test oracles. However, many modern software systems operate under uncertainty, non-determinism,…
The growing use of machine learning models in consequential settings has highlighted an important and seemingly irreconcilable tension between transparency and vulnerability to gaming. While this has sparked sizable debate in legal…
Real-world design processes often involve the evolution and divergence of design paths (by branching, revising, merging, etc.), especially when multiple stakeholders or teams operate concurrently and/or explore different alternatives for…
Targeted interventions in games present a challenging problem due to the asymmetric information available to the regulator and the agents. This note addresses the problem of steering the actions of self-interested agents in quadratic…
Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the {\em do what's possible} representation is used to create open-ended level maps. Generation of…