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The Hearthstone AI framework and competition motivates the development of artificial intelligence agents that can play collectible card games. A special feature of those games is the high variety of cards, which can be chosen by the players…
A recommender system is an information filtering technology which can be used to predict preference ratings of items (products, services, movies, etc) and/or to output a ranking of items that are likely to be of interest to the user.…
Object ranking is an important problem in the realm of preference learning. On the basis of training data in the form of a set of rankings of objects, which are typically represented as feature vectors, the goal is to learn a ranking…
The game of SET is a popular card game in which the objective is to form Sets using cards from a special deck. In this paper we study single- and multi-round variations of this game from the computational complexity point of view and…
Strategy card game is a well-known genre that is demanding on the intelligent game-play and can be an ideal test-bench for AI. Previous work combines an end-to-end policy function and an optimistic smooth fictitious play, which shows…
Intelligent agents accomplish different tasks by utilizing various objects based on their affordance, but how to select appropriate objects according to task context is not well-explored. Current studies treat objects within the affordance…
Learning to Rank has traditionally considered settings where given the relevance information of objects, the desired order in which to rank the objects is clear. However, with today's large variety of users and layouts this is not always…
Home entertainment systems feature in a variety of usage scenarios with one or more simultaneous users, for whom the complexity of choosing media to consume has increased rapidly over the last decade. Users' decision processes are complex…
In this work, we presented a study regarding two important aspects of evolving feature-based game evaluation functions: the choice of genome representation and the choice of opponent used to test the model. We compared three…
In sparse recommender settings, users' context and item attributes play a crucial role in deciding which items to recommend next. Despite that, recent works in sequential and time-aware recommendations usually either ignore both aspects or…
The problem of selecting small groups of itemsets that represent the data well has recently gained a lot of attention. We approach the problem by searching for the itemsets that compress the data efficiently. As a compression technique we…
Video-game players generate huge amounts of data, as everything they do within a game is recorded. In particular, among all the stored actions and behaviors, there is information on the in-game purchases of virtual products. Such…
Ranking is one of the most fundamental problems in machine learning with applications in many branches of computer science such as: information retrieval systems, recommendation systems, machine translation and computational biology.…
Consider a card guessing game with complete feedback in which a deck of $n$ cards ordered $1,\dots, n$ is riffle-shuffled once. With the goal to maximize the number of correct guesses, a player guesses cards from the top of the deck one at…
The problem of relevance ranking consists of sorting a set of objects with respect to a given criterion. Since users may prefer different relevance criteria, the ranking algorithms should be adaptable to the user needs. Two main approaches…
Graph-based collaborative filtering methods have prevailing performance for recommender systems since they can capture high-order information between users and items, in which the graphs are constructed from the observed user-item…
Given an undirected graph representing similarities between a set of items and an additive measure evaluating the items, we treat the position of a special subset of items in an ordinal ranking through a collection of combinatorial…
We provide a framework for modeling social network formation through conditional multinomial logit models from discrete choice and random utility theory, in which each new edge is viewed as a "choice" made by a node to connect to another…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
Recommender systems have emerged as a new weapon to help online firms to realize many of their strategic goals (e.g., to improve sales, revenue, customer experience etc.). However, many existing techniques commonly approach these goals by…