Related papers: "And then they died": Using Action Sequences for D…
Multiplayer Online Battle Arena (MOBA) is currently one of the most popular genres of digital games around the world. The domain of knowledge contained in these complicated games is large. It is hard for humans and algorithms to evaluate…
Describing and analysing learner behaviour using sequential data and analysis is becoming more and more popular in Learning Analytics. Nevertheless, we found a variety of definitions of learning sequences, as well as choices regarding data…
Classification algorithms based on Artificial Intelligence (AI) are nowadays applied in high-stakes decisions in finance, healthcare, criminal justice, or education. Individuals can strategically adapt to the information gathered about…
We develop predictive models of pedestrian dynamics by encoding the coupled nature of multi-pedestrian interaction using game theory, and deep learning-based visual analysis to estimate person-specific behavior parameters. Building…
Understanding the relation of events plays an important role in different domains, such as identifying the reasons for users' certain actions from application logs as well as explaining sports players' behaviors according to historical…
We are faced with data comprised of entities interacting over time: this can be individuals meeting, customers buying products, machines exchanging packets on the IP network, among others. Capturing the dynamics as well as the structure of…
Multiplayer online battle arena has become a popular game genre. It also received increasing attention from our research community because they provide a wealth of information about human interactions and behaviors. A major problem is…
Recent advances in digital platforms generate rich, high-dimensional logs of human behavior, and machine learning models have helped social scientists explain knowledge accumulation, communication, and information diffusion. Such models,…
Artificial behavioral agents are often evaluated based on their consistent behaviors and performance to take sequential actions in an environment to maximize some notion of cumulative reward. However, human decision making in real life…
Modeling the strategic behavior of agents in a real-world multi-agent system using existing state-of-the-art computational game-theoretic tools can be a daunting task, especially when only the actions taken by the agents can be observed.…
Modern analytics systems are fundamentally reactive, requiring users to define queries over increasingly complex and continuously evolving data. In real-time streaming environments, this paradigm breaks down, as the space of potential…
We make available to the community a new dataset to support action-recognition research. This dataset is different from prior datasets in several key ways. It is significantly larger. It contains streaming video with long segments…
Achieving cooperation among self-interested agents remains a fundamental challenge in multi-agent reinforcement learning. Recent work showed that mutual cooperation can be induced between "learning-aware" agents that account for and shape…
We introduce a new class of context dependent, incomplete information games to serve as structured prediction models for settings with significant strategic interactions. Our games map the input context to outcomes by first condensing the…
We study sequential language games in which two players, each with private information, communicate to achieve a common goal. In such games, a successful player must (i) infer the partner's private information from the partner's messages,…
Strategic diversity is often essential in games: in multi-player games, for example, evaluating a player against a diverse set of strategies will yield a more accurate estimate of its performance. Furthermore, in games with…
We study the emergence of communication in multiagent adversarial settings inspired by the classic Imitation game. A class of three player games is used to explore how agents based on sequence to sequence (Seq2Seq) models can learn to…
We investigate how to efficiently predict play personas based on playtraces. Play personas can be computed by calculating the action agreement ratio between a player and a generative model of playing behavior, a so-called procedural…
When observing the actions of others, humans make inferences about why they acted as they did, and what this implies about the world; humans also use the fact that their actions will be interpreted in this manner, allowing them to act…
We examine the tuning of cooperative behavior in repeated multi-agent games using an analytically tractable, continuous-time, nonlinear model of opinion dynamics. Each modeled agent updates its real-valued opinion about each available…