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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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…