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Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we…
Sequential decision problems are often approximately solvable by simulating possible future action sequences. Metalevel decision procedures have been developed for selecting which action sequences to simulate, based on estimating the…
We investigate the finite sample performance of causal machine learning estimators for heterogeneous causal effects at different aggregation levels. We employ an Empirical Monte Carlo Study that relies on arguably realistic data generation…
We revisit the coalition structure generation problem in which the goal is to partition the players into exhaustive and disjoint coalitions so as to maximize the social welfare. One of our key results is a general polynomial-time algorithm…
In this dissertation, we analyze the computational properties of game-theoretic centrality measures. The key idea behind game-theoretic approach to network analysis is to treat nodes as players in a cooperative game, where the value of each…
We discuss various ensembles of homogeneous complex networks and a Monte-Carlo method of generating graphs from these ensembles. The method is quite general and can be applied to simulate micro-canonical, canonical or grand-canonical…
Many popular video games use pseudorandom number generators to create randomly distributed locations for game objects as highly unpredictable as possible. Some scenarios like game competition also need reproducible randomness, namely the…
This paper addresses Monte Carlo algorithms for calculating the Shapley-Shubik power index in weighted majority games. First, we analyze a naive Monte Carlo algorithm and discuss the required number of samples. We then propose an efficient…
We propose a way of extracting and aggregating per-move evaluations from sets of Go game records. The evaluations capture different aspects of the games such as played patterns or statistic of sente/gote sequences. Using machine learning…
This work proposes a novel distributed approach for computing a Nash equilibrium in convex games with merely monotone and restricted strongly monotone pseudo-gradients. By leveraging the idea of the centralized operator extrapolation method…
In multiplayer games with sequential decision-making, self-interested players form dynamic coalitions to achieve most-preferred temporal goals beyond their individual capabilities. We introduce a novel procedure to synthesize strategies…
Monte Carlo Tree Search techniques have generally dominated General Video Game Playing, but recent research has started looking at Evolutionary Algorithms and their potential at matching Tree Search level of play or even outperforming these…
The ability for an educational game designer to understand their audience's play styles and resulting experience is an essential tool for improving their game's design. As a game is subjected to large-scale player testing, the designers…
In quasi-Monte Carlo methods, generating high-dimensional low discrepancy sequences by generator matrices is a popular and efficient approach. Historically, constructing or finding such generator matrices has been a hard problem. In…
Cooperative games with nonempty core are called balanced, and the set of balanced games is a polyhedron. Given a game with empty core, we look for the closest balanced game, in the sense of the (weighted) Euclidean distance, i.e., the…
We propose an abstract approach to coalition formation that focuses on simple merge and split rules transforming partitions of a group of players. We identify conditions under which every iteration of these rules yields a unique partition.…
Evolutionary game theory studies populations that change in response to an underlying game. Often, the functional form relating outcome to player attributes or strategy is complex, preventing mathematical progress. In this work, we…
Sequential decision problems are often approximately solvable by simulating possible future action sequences. {\em Metalevel} decision procedures have been developed for selecting {\em which} action sequences to simulate, based on…
We study coalition formation in the framework of fractional hedonic games (FHGs). The objective is to maximize social welfare in an online model where agents arrive one by one and must be assigned to coalitions immediately and irrevocably.…
We use generating functional methods to solve the so-called inner product versions of the minority game (MG), with fake and/or real market histories, by generalizing the theory developed recently for look-up table MGs with real histories.…