Related papers: SURPRISE! and When to Schedule It
This survey presents the evolution of live media streaming and the technological developments behind today's IP-based low-latency live streaming systems. Live streaming primarily involves capturing, encoding, packaging and delivering…
Patterns of wins and losses in pairwise contests, such as occur in sports and games, consumer research and paired comparison studies, and human and animal social hierarchies, are commonly analyzed using probabilistic models that allow one…
We consider a game-theoretic setting to model the interplay between attacker and defender in the context of information flow, and to reason about their optimal strategies. In contrast with standard game theory, in our games the utility of a…
Billions of live-streaming viewers share their opinions on scenes they are watching in real-time and interact with the event, commentators as well as other viewers via text comments. Thus, there is necessary to explore viewers' comments…
Competitor rating systems for head-to-head games are typically used to measure playing strength from game outcomes. Ratings computed from these systems are often used to select top competitors for elite events, for pairing players of…
In this work, we proposed a new $N$-person game in which the players can bet on two options, for example represented by two boxers. Some of the players have privileged information about the boxers and part of them can provide this…
Under certain circumstances such as lack of information or bounded rationality, human players can take decisions on which strategy to choose in a game on the basis of simple opinions. These opinions can be modified after each round by…
Games often incorporate random elements in the form of dice or shuffled card decks. This randomness is a key contributor to the player experience and the variety of game situations encountered. There is a tension between a level of…
The answers people give when asked to 'think of the unexpected' for everyday event scenarios appear to be more expected than unexpected. There are expected unexpected outcomes that closely adhere to the given information in a scenario,…
Retaining players over an extended period of time is a long-standing challenge in game industry. Significant effort has been paid to understanding what motivates players enjoy games. While individuals may have varying reasons to play or…
Reporting systems in multiplayer video games allow players to express their dissatisfaction with others and combat in-game toxicity. In this work, we examined the act of reporting through the lens of expectancy-value theory. Using a…
This article studies the value of information in route choice decisions when a fraction of players have access to high accuracy information about traffic incidents relative to others. To model such environments, we introduce a Bayesian…
As the last years have shown a massive growth within the field of electronic sports (eSports), several questions emerge, such as how much is it growing, and will it continue to grow? This research thesis sees this as its statement of…
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…
Most information spreading models consider that all individuals are identical psychologically. They ignore, for instance, the curiosity level of people, which may indicate that they can be influenced to seek for information given their…
We present an extensive statistical analysis of the results of all sports competitions in five major sports leagues in England and the United States. We characterize the parity among teams by the variance in the winning fraction from…
The increasing number of spectators and players in e-sports, along with the development of optimized communication solutions and cloud computing technology, has motivated the constant growth of the online game industry. Even though…
Good storytelling involves surprise -- unpredictability in how the story unfolds -- and sense-making, the requirement that the story forms a coherent sequence. However, to date, these two qualities have largely been addressed in isolation.…
In arena-style evaluation of large language models (LLMs), two LLMs respond to a user query, and the user chooses the winning response or deems the "battle" a draw, resulting in an adjustment to the ratings of both models. The prevailing…
We study a routing game in an environment with multiple heterogeneous information systems and an uncertain state that affects edge costs of a congested network. Each information system sends a noisy signal about the state to its subscribed…