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Rare event prediction involves identifying and forecasting events with a low probability using machine learning (ML) and data analysis. Due to the imbalanced data distributions, where the frequency of common events vastly outweighs that of…
Competitive online games use rating systems for matchmaking; progression-based algorithms that estimate the skill level of players with interpretable ratings in terms of the outcome of the games they played. However, the overall experience…
Online competitive games have become a mainstream entertainment platform. To create a fair and exciting experience, these games use rating systems to match players with similar skills. While there has been an increasing amount of research…
This paper presents a personalized character recommendation system for Multiplayer Online Battle Arena (MOBA) games which are considered as one of the most popular online video game genres around the world. When playing MOBA games, players…
Team composition is a central factor in determining the effectiveness of a team. In this paper, we present a large-scale study on the effect of team composition on multiple measures of team effectiveness. We use a dataset from the largest…
To which degree can abstract gameplay metrics capture the player experience in a general fashion within a game genre? In this comprehensive study we address this question across three different videogame genres: racing, shooter, and…
We present JueWu-SL, the first supervised-learning-based artificial intelligence (AI) program that achieves human-level performance in playing multiplayer online battle arena (MOBA) games. Unlike prior attempts, we integrate the…
Most existing work on predicting NCAAB matches has been developed in a statistical context. Trusting the capabilities of ML techniques, particularly classification learners, to uncover the importance of features and learn their…
The advancement of Offline Reinforcement Learning (RL) and Offline Multi-Agent Reinforcement Learning (MARL) critically depends on the availability of high-quality, pre-collected offline datasets that represent real-world complexities and…
Real Time Strategy (RTS) games require macro strategies as well as micro strategies to obtain satisfactory performance since it has large state space, action space, and hidden information. This paper presents a novel hierarchical…
This paper introduces Honor of Kings Arena, a reinforcement learning (RL) environment based on Honor of Kings, one of the world's most popular games at present. Compared to other environments studied in most previous work, ours presents new…
Modeling the strategic behavior of agents in a real-world multi-agent system using existing state-of-the-art computational game-theoretic tools can be a daunting task, especially when only the actions taken by the agents can be observed.…
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…
Progress in multiagent intelligence research is fundamentally limited by the number and quality of environments available for study. In recent years, simulated games have become a dominant research platform within reinforcement learning, in…
Esports have become major international sports with hundreds of millions of spectators. Esports games generate massive amounts of telemetry data. Using these to predict the outcome of esports matches has received considerable attention, but…
We introduce a new class of context dependent, incomplete information games to serve as structured prediction models for settings with significant strategic interactions. Our games map the input context to outcomes by first condensing the…
ELO rating system is proposed by Arpad Elo, a Hungarian-American physics professor. Originally, it was proposed for the ranking system of chess players, but it was soon adapted to many other zero-sum sports fields like football, baseball,…
Game theory has been increasingly applied in settings where the game is not known outright, but has to be estimated by sampling. For example, meta-games that arise in multi-agent evaluation can only be accessed by running a succession of…
Digital games have become a key player in the entertainment industry, attracting millions of new players each year. In spite of that, novice players may have a hard time when playing certain types of games, such as MOBAs and MMORPGs, due to…
In machine learning tasks, especially in the tasks of prediction, scientists tend to rely solely on available historical data and disregard unproven insights, such as experts' opinions, polls, and betting odds. In this paper, we propose a…