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One problem facing players of competitive games is negative, or toxic, behavior. League of Legends, the largest eSport game, uses a crowdsourcing platform called the Tribunal to judge whether a reported toxic player should be punished or…

Social and Information Networks · Computer Science 2014-04-24 Jeremy Blackburn , Haewoon Kwak

Collaboration is a cornerstone of society. In the real world, human teammates make use of multi-sensory data to tackle challenging tasks in ever-changing environments. It is essential for embodied agents collaborating in visually-rich…

Artificial Intelligence · Computer Science 2024-12-09 Qian Long , Zhi Li , Ran Gong , Ying Nian Wu , Demetri Terzopoulos , Xiaofeng Gao

Mastering the game of Go has remained a long standing challenge to the field of AI. Modern computer Go systems rely on processing millions of possible future positions to play well, but intuitively a stronger and more 'humanlike' way to…

Artificial Intelligence · Computer Science 2015-01-28 Christopher Clark , Amos Storkey

Fantasy sports allow fans to manage a team of their favorite athletes and compete with friends. The fantasy platform aligns the real-world statistical performance of athletes to fantasy scoring and has steadily risen in popularity to an…

Artificial Intelligence · Computer Science 2021-11-05 Aaron Baughman , Micah Forester , Jeff Powell , Eduardo Morales , Shaun McPartlin , Daniel Bohm

With the rapid prevalence and explosive development of MOBA esports (Multiplayer Online Battle Arena electronic sports), much research effort has been devoted to automatically predicting game results (win predictions). While this task has…

Artificial Intelligence · Computer Science 2021-04-19 Zelong Yang , Zhufeng Pan , Yan Wang , Deng Cai , Xiaojiang Liu , Shuming Shi , Shao-Lun Huang

We consider an N-player multi-armed bandit game where each player chooses one out of M arms for T turns. Each player has different expected rewards for the arms, and the instantaneous rewards are independent and identically distributed or…

Computer Science and Game Theory · Computer Science 2021-04-06 Ilai Bistritz , Amir Leshem

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…

Multiagent Systems · Computer Science 2021-01-25 Tabish Rashid , Cheng Zhang , Kamil Ciosek

This paper describes our winning solution for the ECML-PKDD ChAT Discovery Challenge 2020. We show that whether or not a Twitch user has subscribed to a channel can be well predicted by modeling user activity with boosting trees. We…

Machine Learning · Computer Science 2020-08-07 Immanuel Bayer , Anastasios Zouzias

This paper presents a framework for learning player embeddings in competitive games and events. Players and their win-loss relationships are modeled as a skill gap graph, which is an undirected weighted graph. The player embeddings are…

Machine Learning · Computer Science 2023-04-18 Jiasheng Wang

The objective of the present study is to present a computational model of the motion of a single athlete in a team and to compare the resulting trajectory with experimental data obtained in the field during competitions by match analysis…

Biological Physics · Physics 2008-11-25 E. Grimpampi , A. Pasculli , A. Sacripanti

Proper training and analytics in eSports require accurately collected and annotated data. Most eSports research focuses exclusively on in-game data analysis, and there is a lack of prior work involving eSports athletes' psychophysiological…

Human-Computer Interaction · Computer Science 2021-08-24 Anton Smerdov , Bo Zhou , Paul Lukowicz , Andrey Somov

We study the relationship between performance and practice by analyzing the activity of many players of a casual online game. We find significant heterogeneity in the improvement of player performance, given by score, and address this by…

Computers and Society · Computer Science 2017-03-16 Tushar Agarwal , Keith A. Burghardt , Kristina Lerman

The use of statistical methods in sport analytics has gained a rapidly growing interest over the last decade, and nowadays is common practice. In particular, the interest in understanding and predicting an athlete's performance throughout…

Methodology · Statistics 2021-01-21 Patric Dolmeta , Raffaele Argiento , Silvia Montagna

The training and running of an online Go system require the support of effective data management systems to deal with vast data, such as the initial Go game records, the feature data set obtained by representation learning, the experience…

Machine Learning · Computer Science 2023-03-27 H. Lu , C. Li , Y. Yang , C. Li , A. Islam

One major problem with cyberbullying research is the lack of data, since researchers are traditionally forced to rely on survey data where victims and perpetrators self-report their impressions. In this paper, an automatic data collection…

Cryptography and Security · Computer Science 2019-07-26 Shane Murnion , William J. Buchanan , Adrian Smales , Gordon Russell

Chess is an emblematic sport that stands out because of its age, popularity and complexity. It has served to study human behavior from the perspective of a wide number of disciplines, from cognitive skills such as memory and learning, to…

Physics and Society · Physics 2017-11-10 Nahuel Almeira , Ana Laura Schaigorodsky , Juan Ignacio Perotti , Orlando Vito Billoni

Twitch chats pose a unique problem in natural language understanding due to a large presence of neologisms, specifically emotes. There are a total of 8.06 million emotes, over 400k of which were used in the week studied. There is virtually…

Computation and Language · Computer Science 2021-11-19 Pavel Dolin , Luc d'Hauthuille , Andrea Vattani

In this work, we deal with the problem of rating in sports, where the skills of the players/teams are inferred from the observed outcomes of the games. Our focus is on the online rating algorithms which estimate the skills after each new…

Machine Learning · Statistics 2021-04-30 Leszek Szczecinski , Raphaëlle Tihon

We develop a network of Bayesian agents that collectively model the mental states of teammates from the observed communication. Using a generative computational approach to cognition, we make two contributions. First, we show that our agent…

Human-Computer Interaction · Computer Science 2023-03-29 Samuel Westby , Christoph Riedl

The Elo system for rating chess players, also used in other games and sports, was adopted by the World Chess Federation over four decades ago. Although not without controversy, it is accepted as generally reliable and provides a method for…

Physics and Society · Physics 2011-03-31 Trevor Fenner , Mark Levene , George Loizou
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