Related papers: Automatic Player Identification in Dota 2
This paper addresses the dynamic difficulty adjustment on MOBA games as a way to improve the player's entertainment. Although MOBA is currently one of the most played genres around the world, it is known as a game that offer less autonomy,…
This paper describes an application of Bayesian programming to the control of an autonomous avatar in a multiplayer role-playing game (the example is based on World of Warcraft). We model a particular task, which consists of choosing what…
Understanding how people behave in strategic settings--where they make decisions based on their expectations about the behavior of others--is a long-standing problem in the behavioral sciences. We conduct the largest study to date of…
Dynamic difficulty adjustment (DDA) is a technology that adapts a game's challenge to match the player's skill. It is a key element in game development that provides continuous motivation and immersion to the player. However, conventional…
In two-player games on graphs, the simplest possible strategies are those that can be implemented without any memory. These are called positional strategies. In this paper, we characterize objectives recognizable by deterministic B\"uchi…
Online fraud often involves identity theft. Since most security measures are weak or can be spoofed, we investigate a more nuanced and less explored avenue: behavioral biometrics via handwriting movements. This kind of data can be used to…
The complexity of game play in online multiplayer games has generated strong interest in modeling the different play styles or strategies used by players for success. We develop a hierarchical Bayesian regression approach for the online…
Successful analysis of player skills in video games has important impacts on the process of enhancing player experience without undermining their continuous skill development. Moreover, player skill analysis becomes more intriguing in…
Browser fingerprinting is a stateless identification technique based on browser properties. Together, they form an identifier that can be collected without users' notice and has been studied to be unique and stable. As this technique relies…
This paper describes a new algorithm for decision making in two-player real-time video games. As with Monte Carlo Tree Search, the algorithm can be used without heuristics and has been developed for use in general video game AI. The…
The Deferred Acceptance (DA) algorithm is an elegant procedure for finding a stable matching in two-sided matching markets. It ensures that no pair of agents prefers each other to their matched partners. In this work, we initiate the study…
Targeted interventions in games present a challenging problem due to the asymmetric information available to the regulator and the agents. This note addresses the problem of steering the actions of self-interested agents in quadratic…
In social and online media, influencers have traditionally been understood as highly visible individuals. Recent outcomes suggest that people are likely to mimic influencers' behavior, which can be exploited, for instance, in marketing…
Digital games are one of the major and most important fields on the entertainment domain, which also involves cinema and music. Numerous attempts have been done to improve the quality of the games including more realistic artistic…
Soccer Simulation 2D (SS2D) is a simulation of a real soccer game in two dimensions. In soccer, passing behavior is an essential action for keeping the ball in possession of our team and creating goal opportunities. Similarly, for SS2D,…
One of the requirements for team sports analysis is to track and recognize players. Many tracking and reidentification methods have been proposed in the context of video surveillance. They show very convincing results when tested on public…
In classical game theory, optimal strategies are determined for games with complete information; this requires knowledge of the opponent's goals. We analyze games when a player is mistaken about their opponents goals. For definitiveness, we…
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…
Identifying players in video is a foundational step in computer vision-based sports analytics. Obtaining player identities is essential for analyzing the game and is used in downstream tasks such as game event recognition. Transformers are…
How easy is it to uniquely identify a person based solely on their web browsing behavior? Here we show that when people navigate the Web, their online traces produce fingerprints that identify them. Merely the four most visited web domains…