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Procedural generation is used across game design to achieve a wide variety of ends, and has led to the creation of several game subgenres by injecting variance, surprise or unpredictability into otherwise static designs. Information games…
Deceptive patterns are often used in interface design to manipulate users into taking actions they would not otherwise take, such as consenting to excessive data collection. We present Trickery, a narrative serious game that incorporates…
Strategic interactions between competitive entities are generally considered from the perspective of complete revelation of benefits achieved from those interactions, in the form of public payoff functions and/or beliefs, in the announced…
Nowadays, crowd sensing becomes increasingly more popular due to the ubiquitous usage of mobile devices. However, the quality of such human-generated sensory data varies significantly among different users. To better utilize sensory data,…
In many settings, an effective way of evaluating objects of interest is to collect evaluations from dispersed individuals and to aggregate these evaluations together. Some examples are categorizing online content and evaluating student…
The actions of intelligent agents, such as chatbots, recommender systems, and virtual assistants are typically not fully transparent to the user. Consequently, using such an agent involves the user exposing themselves to the risk that the…
We introduce an evolutionary game with feedback between perception and reality, which we call the reality game. It is a game of chance in which the probabilities for different objective outcomes (e.g., heads or tails in a coin toss) depend…
In imperfect-information games, agents must make decisions based on partial knowledge of the game state. The Belief Stochastic Game model addresses this challenge by delegating state estimation to the game model itself. This allows agents…
Crowdsensing, also known as participatory sensing, is a method of data collection that involves gathering information from a large number of common people (or individuals), often using mobile devices or other personal technologies. This…
We present a general framework for evolutionary learning to emergent unbiased state representation without any supervision. Evolutionary frameworks such as self-play converge to bad local optima in case of multi-agent reinforcement learning…
Cognitive computing systems require human labeled data for evaluation, and often for training. The standard practice used in gathering this data minimizes disagreement between annotators, and we have found this results in data that fails to…
We apply decision theoretic techniques to construct non-player characters that are able to assist a human player in collaborative games. The method is based on solving Markov decision processes, which can be difficult when the game state is…
Shared intentionality is a critical component in developing conscious AI agents capable of collaboration, self-reflection, deliberation, and reasoning. We formulate inference of shared intentionality as an inverse reinforcement learning…
External knowledge graphs (KGs) can be used to augment large language models (LLMs), while simultaneously providing an explainable knowledge base of facts that can be inspected by a human. This approach may be particularly valuable in…
We consider agents in a social network competing to be selected as partners in collaborative, mutually beneficial activities. We study this through a model in which an agent i can initiate a limited number k_i>0 of games and selects the…
Imitation learning is an effective approach for training game-playing agents and, consequently, for efficient game production. However, generalization - the ability to perform well in related but unseen scenarios - is an essential…
Strategic coordination between autonomous agents and human partners under incomplete information can be modeled as turn-based cooperative games. We extend a turn-based game under incomplete information, the shared-control game, to allow…
The recent success of crowd-funding for supporting new and innovative products has been overwhelming with over 34 Billion Dollars raised in 2015. In many crowd-funding platforms, firms set a campaign goal and contributions are collected…
M-GWAP is a multimodal game with a purpose of that leverages on the wisdom of crowds phenomenon for the annotation of multimedia data in terms of mental states. This game with a purpose is developed in WordPress to allow users implementing…
Crowdfunding offers inventors and entrepreneurs alternative access to resources with which they can develop and realize their ideas. Besides helping to secure capital, crowdfunding also connects creators with engaged early supporters who…