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Is visitors' attendance a fair indicator of a web site's quality? Internet sub-domains are usually characterized by power law distributions of visits, thus suggesting a richer-get-richer process. If this is the case, the number of visits is…
Different errors that occur in video games are often referred to as glitches or bugs. The goal of this exploratory research is to understand how these glitches and bugs within video games affect a players experience. To do this, I reviewed…
This paper studies a Stackelberg game wherein a sender (leader) attempts to shape the information of a less informed receiver (follower) who in turn takes an action that determines the payoff for both players. The sender chooses signals to…
The popularity of online gaming has grown dramatically, driven in part by streaming and the billion-dollar e-sports industry. Online games regularly update their software to fix bugs, add functionality that improve the game's look and feel,…
We consider a communication system consisting of a server that tracks and publishes updates about a time-varying data source or event, and a gossip network of users interested in closely tracking the event. The timeliness of the information…
Many natural processes rely on optimizing the success ratio of a search process. We use an experimental setup consisting of a simple online game in which players have to find a target hidden on a board, to investigate the how the rounds are…
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,…
The problem of understanding people's participation in real-world events has been a subject of active research and can offer valuable insights for human behavior analysis and event-related recommendation/advertisement. In this work, we…
This paper studies a game in which an informed sender with state-independent preferences uses verifiable messages to convince a receiver to choose an action from a finite set. We characterize the equilibrium outcomes of the game and compare…
Real-time graphics is commonly thought of as anything exceeding about 30 fps, where the interactivity of the application becomes fluid enough for high rates of interaction. Inspired by esports and competitive gaming, where players regularly…
Assessing the skill level of players to predict the outcome and to rank the players in a longer series of games is of critical importance for tournament play. Besides weaknesses, like an observed continuous inflation, through a steadily…
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…
Books have the power to make us feel happiness, sadness, pain, surprise, or sorrow. An author's dexterity in the use of these emotions captivates readers and makes it difficult for them to put the book down. In this paper, we model the flow…
In a game where both contestants have perfect information, there is a strict limit on how perfect that information can be. By contrast, when one player is deprived of all information, the limit on the other player's information disappears,…
The Quality of Experience (QoE) of streaming service is often degraded by frequent playback interruptions. To mitigate the interruptions, the media player prefetches streaming contents before starting playback, at a cost of delay. We study…
In this paper we review some of the main results obtained in the field of truels. A "truel" is a generalization of a duel involving three players. Depending on the rules used for chosing the players, we may distinguish between the random,…
We study the relationship between performance and practice by analyzing the activity of many players of a casual online game. We find significant heterogeneity in the improvement of player performance, given by score, and address this by…
One problem facing players of competitive games is negative, or toxic, behavior. League of Legends, the largest eSport game, uses a crowdsourcing platform called the Tribunal to judge whether a reported toxic player should be punished or…
Traditionally, evaluation studies in information visualization have measured effectiveness by assessing performance time and accuracy. More recently, there has been a concerted effort to understand aspects beyond time and errors. In this…
A myriad of different data are generated to characterize a soccer match. Here we discuss which performance indicators are particularly helpful to forecast the future results of a team via an estimation of the underlying team strengths with…