Related papers: Automatic Player Identification in Dota 2
Many natural processes rely on optimizing the success ratio of a search process. We use an experimental setup consisting of a simple online game in which players have to find a target hidden on a board, to investigate the how the rounds are…
In the article a turn-based game played on four computers connected via network is investigated. There are three computers with natural intelligence and one with artificial intelligence. Game table is seen by each player's own view point in…
Balancing game difficulty in video games is a key task to create interesting gaming experiences for players. Mismatching the game difficulty and a player's skill or commitment results in frustration or boredom on the player's side, and…
Big Data Analytics help team sports' managers in their decisions by processing a number of different kind of data. With the advent of Information Technologies, collecting, processing and storing big amounts of sport data in different form…
The advent of machine learning models that surpass human decision-making ability in complex domains has initiated a movement towards building AI systems that interact with humans. Many building blocks are essential for this activity, with a…
Artificial intelligence and robotic competitions are accompanied by a class of game paradigms in which each player privately commits a strategy to a game system which simulates the game using the collected joint strategy and then returns…
Several studies have shown that the network traffic that is generated by a visit to a website over Tor reveals information specific to the website through the timing and sizes of network packets. By capturing traffic traces between users…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
Utilitarian games such as dictator games to measure fairness have been studied in the social sciences for decades. These games have given us insight into not only how humans view fairness but also in what conditions the frequency of…
We study the problem of online learning in two-sided non-stationary matching markets, where the objective is to converge to a stable match. In particular, we consider the setting where one side of the market, the arms, has fixed known set…
The world of competitive Esports and video gaming has seen and continues to experience steady growth in popularity and complexity. Correspondingly, more research on the topic is being published, ranging from social network analyses to the…
The possibility of using player engagement predictions to profile high spending video game users is explored. In particular, individual-player survival curves in terms of days after first login, game level reached and accumulated playtime…
Current research in eSports lacks the tools for proper game practising and performance analytics. The majority of prior work relied only on in-game data for advising the players on how to perform better. However, in-game mechanics and…
Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent's assets where the opponent is a virtual (i.e.,…
The RoboCup competitions hold various leagues, and the Soccer Simulation 2D League is a major among them. Soccer Simulation 2D (SS2D) match involves two teams, including 11 players and a coach for each team, competing against each other.…
While AI systems have equaled or surpassed human performance in a wide variety of games such as Chess, Go, or Dota 2, describing these systems as truly "human-like" remains far-fetched. Despite their success, they fail to replicate the…
The popularity of computer games is remarkably high and is still growing every year. Despite this popularity and the economical importance of gaming, research in game design, or to be more precise, of game mechanics that can be used to…
Videogames are nowadays one of the biggest entertainment industries in the world. Being part of this industry means competing against lots of other companies and developers, thus, making fanbases of vital importance. They are a group of…
Is it possible to predict the motivation of players just by observing their gameplay data? Even if so, how should we measure motivation in the first place? To address the above questions, on the one end, we collect a large dataset of…
The Naming Game has been studied to explore the role of self-organization in the development and negotiation of linguistic conventions. In this paper, we define an automata networks approach to the Naming Game. Two problems are faced: (1)…