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Fictitious play (FP) is a canonical game-theoretic learning algorithm which has been deployed extensively in decentralized control scenarios. However standard treatments of FP, and of many other game-theoretic models, assume rather…
Virtual reality (VR) games are gradually becoming more elaborated and feature-rich, but fail to reach the complexity of traditional digital games. One common feature that is used to extend and organize complex gameplay is the in-game…
Game theoretic equilibria are mathematical expressions of rationality. Rational agents are used to model not only humans and their software representatives, but also organisms, populations, species and genes, interacting with each other and…
Studying mental models has recently received more attention, aiming to understand the cognitive aspects of human-computer interaction. However, there is not enough research on the elicitation of mental models in complex dynamic systems. We…
Procedurally generating cohesive and interesting game environments is challenging and time-consuming. In order for the relationships between the game elements to be natural, common-sense has to be encoded into arrangement of the elements.…
Establishing common ground, a shared set of beliefs and mutually recognized facts, is fundamental to collaboration, yet remains a challenge for current AI systems, especially in multimodal, multiparty settings, where the collaborators bring…
Interest in science fiction's (SF's) potential science communication use is hindered by concerns about SF misrepresenting science. This study addresses these concerns by asking how SF media reflects scientific findings in exoplanet science.…
Virtual globes have progressed from little-known technology to broadly popular software in a mere few years. We investigated this phenomenon through a survey and discovered that, while virtual globes are en vogue, their use is restricted to…
The game Starcraft is one of the most interesting arenas to test new machine learning and computational intelligence techniques; however, StarCraft matches take a long time and creating a good dataset for training can be hard. Besides,…
Scientific coauthorship, generated by collaborations and competitions among researchers, reflects effective organizations of human resources. Researchers, their expected benefits through collaborations, and their cooperative costs…
Quantifying human group dynamics represents a unique challenge. Unlike animals and other biological systems, humans form groups in both real (offline) and virtual (online) spaces -- from potentially dangerous street gangs populated mostly…
The project's aim is to create an AI agent capable of selecting good actions in a game-playing domain called Battlespace. Sequential domains like Battlespace are important testbeds for planning problems, as such, the Department of Defense…
Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be…
Documenting the context in which data are collected is an integral part of the scientific research lifecycle. In field-based research, contextual information provides a detailed description of scientific practices and thus enables data…
In this paper we propose a game-theoretic model to analyze events similar to the 2009 \emph{DARPA Network Challenge}, which was organized by the Defense Advanced Research Projects Agency (DARPA) for exploring the roles that the Internet and…
Large language models (LLMs) have demonstrated tremendous potential in game playing, while little attention has been paid to their ethical implications in those contexts. This work investigates and analyses the ethical considerations of…
Bibliometrics has the ambitious goal of measuring science. To this end, it exploits the way science is disseminated trough scientific publications and the resulting citation network of scientific papers. We survey the main historical…
Data is becoming an important central point for making design decisions for most software. Game development is not an exception. As data-driven methods and systems start to populate these environments, a good question is: can we make models…
Counterfactual Regret Minimization(CFR) has shown its success in Texas Hold'em poker. We apply this algorithm to another popular incomplete information game, Mahjong. Compared to the poker game, Mahjong is much more complex with many…
This paper describes the design, implementation, and initial testing of a reusable platform for the creation of pervasive games with geo-localization services. We concentrate on role-playing games built by combining several types of simpler…