Related papers: SURPRISE! and When to Schedule It
The goal of this exploratory research is to investigate how glitches and bugs within video games affect a players overall experience. The severity or frequency of bugs, as well as the nature of the bugs present, could influence how the…
We study a game of strategic information design between a sender, who chooses state-dependent information structures, a mediator who can then garble the signals generated from these structures, and a receiver who takes an action after…
We investigate the predictability of extreme events in time series. The focus of this work is to understand under which circumstances large events are better predictable than smaller events. Therefore we use a simple prediction algorithm…
Speculative design uses provocative "what if?" scenarios to explore possible sociotechnical futures, yet lacks rigorous criteria for assessing the quality of speculation. We address this gap by reframing speculative design through an…
This report investigates the optimal design of event-triggered estimation for first-order linear stochastic systems. The problem is posed as a two-player team problem with a partially nested information pattern. The two players are given by…
Elite football is believed to have evolved in recent years, yet systematic evidence for the pace and form of that change remains sparse. Drawing on event-level records for 13,018 matches across ten top-tier men's and women's leagues in…
"Spillover" learning is defined as customers' learning about the quality of a service (or product) from their previous experiences with similar yet not identical services. In this paper, we propose a novel, parsimonious and general Bayesian…
Rather than using (proxies of) end user or expert judgment to decide on the ranking of information, this paper asks whether conversations about information quality might offer a feasible and valuable addition for ranking information. We…
Many online platforms predominantly rank items by predicted user engagement. We believe that there is much unrealized potential in including non-engagement signals, which can improve outcomes both for platforms and for society as a whole.…
In competitive games, it is common to assign each player a real number rating signifying their skill level. A rating system is a procedure by which player ratings are adjusted upwards each time they win, or downwards each time they lose.…
Communication is defined as "Who says what to whom with what effect". A message from a communicator generates downstream receiver effects, also known as behavior. Receiver behavior, being a downstream effect of the message, carries rich…
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…
Live streaming platforms host interconnected communities of content creators whose audiences overlap and interact in ways that are poorly understood at fine temporal resolution. We present a descriptive longitudinal study of audience…
Recommender systems play a vital role in helping users discover content in streaming services, but their effectiveness depends on users understanding why items are recommended. In this study, explanations were based solely on item features…
We analyze the following group learning problem in the context of opinion diffusion: Consider a network with $M$ users, each facing $N$ options. In a discrete time setting, at each time step, each user chooses $K$ out of the $N$ options,…
Scoring in a basketball game is a process highly dynamic and non-linear type. The level of NBA teams improve each season. They incorporate to their rosters the best players in the world. These and other mechanisms, make the scoring in the…
Strategic information disclosure, in its simplest form, considers a game between an information provider (sender) who has access to some private information that an information receiver is interested in. While the receiver takes an action…
We consider the pull-based broadcast scheduling model. In this model, there are n unit-sized pages of information available at the server. Requests arrive over time at the server asking for a specific page. When the server transmits a page,…
Data visualizations are standard tools for assessing and communicating risks. However, it is not always clear which designs are optimal or how encoding choices might influence risk perception and decision-making. In this paper, we report…
We propose a new framework for imitation learning -- treating imitation as a two-player ranking-based game between a policy and a reward. In this game, the reward agent learns to satisfy pairwise performance rankings between behaviors,…