Related papers: Automatic Player Identification in Dota 2
MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much…
Over the last few decades, the player recruitment process in professional football has evolved into a multi-billion industry and has thus become of vital importance. To gain insights into the general level of their candidate reinforcements,…
This research investigated how online criminal activities can be better understood and connected using data-driven machine learning methods. Many illegal activities, such as human trafficking and illicit trade, have moved to online…
Esports athletes often reduce visual quality to improve latency and frame rate, and increase their in-game performance. Little research has examined the effects of this visuo-spatial tradeoff on performance, but we could find no work…
Applications of machine learning inform human decision makers in a broad range of tasks. The resulting problem is usually formulated in terms of a single decision maker. We argue that it should rather be described as a two-player learning…
Balancing is, especially among players, a highly debated topic of video games. Whether a game is sufficiently balanced greatly influences its reception, player satisfaction, churn rates and success. Yet, conceptions about the definition of…
In the free online game industry, churn prediction is an important research topic. Reducing the churn rate of a game significantly helps with the success of the game. Churn prediction helps a game operator identify possible churning players…
The increasing number of spectators and players in e-sports, along with the development of optimized communication solutions and cloud computing technology, has motivated the constant growth of the online game industry. Even though…
In this paper I present several algorithmic techniques for improving the decision process of multiple types of agents behaving in environments where their interests are in conflict. The interactions between the agents are modelled by using…
In many settings, machine learning models may be used to inform decisions that impact individuals or entities who interact with the model. Such entities, or agents, may game model decisions by manipulating their inputs to the model to…
Recently, multiple approaches for creating agents for playing various complex real-time computer games such as StarCraft II or Dota 2 were proposed, however, they either embed a significant amount of expert knowledge into the agent or use a…
Today's competition between the professional eSports teams is so strong that in-depth analysis of players' performance literally crucial for creating a powerful team. There are two main approaches to such an estimation: obtaining features…
Automated interpretation of signals yields many impressive applications from the area of affective computing and human activity recognition (HAR). In this paper we ask the question about possibility of cognitive activity recognition on the…
We consider the problem of automatic highlight-detection in video game streams. Currently, the vast majority of highlight-detection systems for games are triggered by the occurrence of hard-coded game events (e.g., score change, end-game),…
In the context of competitive multiplayer games, collusion happens when two or more teams decide to collaborate towards a common goal, with the intention of gaining an unfair advantage from this cooperation. The task of identifying…
Playing games with cheaters is not fun, and in a multi-billion-dollar video game industry with hundreds of millions of players, game developers aim to improve the security and, consequently, the user experience of their games by preventing…
Probabilistic timed automata are a suitable formalism to model systems with real-time, nondeterministic and probabilistic behaviour. We study two-player zero-sum games on such automata where the objective of the game is specified as the…
We introduce a new virtual environment for simulating a card game known as "Big 2". This is a four-player game of imperfect information with a relatively complicated action space (being allowed to play 1,2,3,4 or 5 card combinations from an…
This paper introduces DATA Agent, a system which creates murder mystery adventures from open data. In the game, the player takes on the role of a detective tasked with finding the culprit of a murder. All characters, places, and items in…
In this paper we experiment with a 2-player strategy board game where playing models are evolved using reinforcement learning and neural networks. The models are evolved to speed up automatic game development based on human involvement at…