Related papers: Automatic Player Identification in Dota 2
The usage of automated learning agents is becoming increasingly prevalent in many online economic applications such as online auctions and automated trading. Motivated by such applications, this paper is dedicated to fundamental modeling…
Artificial agents are increasingly central to complex interactions and decision-making tasks, yet aligning their behaviors with desired human values remains an open challenge. In this work, we investigate how human-like personality traits…
In imperfect information games (e.g. Bridge, Skat, Poker), one of the fundamental considerations is to infer the missing information while at the same time avoiding the disclosure of private information. Disregarding the issue of protecting…
Chessboard and chess piece recognition is a computer vision problem that has not yet been efficiently solved. However, its solution is crucial for many experienced players who wish to compete against AI bots, but also prefer to make…
MOBA (Multiplayer Online Battle Arena) games require a delicate interplay of strategic planning and real-time decision-making, particularly in professional esports, where players exhibit varying levels of skill and strategic insight. While…
We present an efficient and generalised procedure to accurately identify the best (or near best) performing algorithm for each sub-task in a multi-problem domain. Our approach treats this as a set of best arm identification problems for…
We introduce two-level discounted games played by two players on a perfect-information stochastic game graph. The upper level game is a discounted game and the lower level game is an undiscounted reachability game. Two-level games model…
This paper investigates a class of multi-player discrete games where each player aims to maximize its own utility function. Each player does not know the other players' action sets, their deployed actions or the structures of its own or the…
Distributed decision-makers are modeled as players in a game with two levels. High level decisions concern the game environment and determine the willingness of the players to form a coalition (or group). Low level decisions involve the…
This work considers two-player zero-sum semi-Markov games with incomplete information on one side and perfect observation. At the beginning, the system selects a game type according to a given probability distribution and informs to Player…
Accurately estimating human skill levels is crucial for designing effective human-AI interactions so that AI can provide appropriate challenges or guidance. In games where AI players have beaten top human professionals, strength estimation…
This paper describes methods for training autonomous agents to play the game "Doom 2" through Imitation Learning (IL) using only pixel data as input. We also explore how Reinforcement Learning (RL) compares to IL for humanness by comparing…
With the unprecedented diffusion of virtual reality, the number of application scenarios is continuously growing. As commercial and gaming applications become pervasive, the need for the secure and convenient identification of users, often…
The Werewolf game is a social deduction game based on free natural language communication, in which players try to deceive others in order to survive. An important feature of this game is that a large portion of the conversations are false…
Two-player stochastic games are games with two 2 players and a randomised entity called "nature". A natural question to ask in this framework is the existence of strategies that ensure that an event happens with probability 1 (almost-sure…
Advances in deep reinforcement learning have allowed autonomous agents to perform well on Atari games, often outperforming humans, using only raw pixels to make their decisions. However, most of these games take place in 2D environments…
AI is gradually receiving more attention as a fundamental feature to increase the immersion in digital games. Among the several AI approaches, player modeling is becoming an important one. The main idea is to understand and model the player…
Dynamic game theory is an increasingly popular tool for modeling multi-agent, e.g. human-robot, interactions. Game-theoretic models presume that each agent wishes to minimize a private cost function that depends on others' actions. These…
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…
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…