Related papers: Data-driven Design: A Case for Maximalist Game Des…
In the game theory literature, there appears to be little research on equilibrium selection for normal-form games with an infinite strategy space and discontinuous utility functions. Moreover, many existing selection methods are not…
Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres…
Here we present a ground-breaking new postulate for game theory. The first part of this postulate contains the axiomatic observation that all games are created by a designer, whether they are: e.g., (dynamic/static) or…
With the advent of Web 2.0, an increasing number of web sites has started offering their data over the web in standard formats and exposed their functionality as APIs. A new type of applications has taken advantage of the new data and…
Vast amounts of artistic data is scattered on-line from both museums and art applications. Collecting, processing and studying it with respect to all accompanying attributes is an expensive process. With a motivation to speed up and improve…
Creating and evaluating games manually is an arduous and laborious task. Procedural content generation can aid by creating game artifacts, but usually not an entire game. Evolutionary game design, which combines evolutionary algorithms with…
When mathematical modelling is applied to capture a complex system, multiple models are often created that characterize different aspects of that system. Often, a model at one level will produce a prediction which is contradictory at…
Many games are reliant on creating new and engaging content constantly to maintain the interest of their player-base. One such example are puzzle games, in such it is common to have a recurrent need to create new puzzles. Creating new…
We describe and develop a close relationship between two problems that have customarily been regarded as distinct: that of maximizing entropy, and that of minimizing worst-case expected loss. Using a formulation grounded in the equilibrium…
We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models. Inspired by James P. Carse's distinction between finite and infinite…
This paper investigates design of noncooperative games from an optimization and control theoretic perspective. Pricing mechanisms are used as a design tool to ensure that the Nash equilibrium of a fairly general class of noncooperative…
We typically construct optimal designs based on a single objective function. To better capture the breadth of an experiment's goals, we could instead construct a multiple objective optimal design based on multiple objective functions. While…
Game theory has been increasingly applied in settings where the game is not known outright, but has to be estimated by sampling. For example, meta-games that arise in multi-agent evaluation can only be accessed by running a succession of…
Many recent technological advances (e.g. ChatGPT and search engines) are possible only because of massive amounts of user-generated data produced through user interactions with computing systems or scraped from the web (e.g. behavior logs,…
Most scientists are aware that, in addition to the traditional and subscription-based publication model, there is also the possibility of publishing their research in open access. Various surveys show that scientists are in favour of this…
We consider multi-player games played on graphs, in which the players aim at fulfilling their own (not necessarily antagonistic) objectives. In the spirit of evolutionary game theory, we suppose that the players have the right to repeatedly…
Mechanism design is now a standard tool in computer science for aligning the incentives of self-interested agents with the objectives of a system designer. There is, however, a fundamental disconnect between the traditional application…
This chapter outlines the relation between artificial intelligence (AI) / machine learning (ML) algorithms and digital games. This relation is two-fold: on one hand, AI/ML researchers can generate large, in-the-wild datasets of human…
Connectivity and layout of underlying networks largely determine the behavior of many environments. For example, transportation networks determine the flow of traffic in cities, or maps determine the difficulty and flow in games. Designing…
Data heterogeneity across multiple sources is common in real-world machine learning (ML) settings. Although many methods focus on enabling a single model to handle diverse data, real-world markets often comprise multiple competing ML…