Related papers: SURPRISE! and When to Schedule It
Constantly informing systems (CIS), that is technical systems that provide us with information over a long period of time, face the challenge of providing us with helpful information. The information base of a human model changes over time…
Event perception refers to people's ability to carve up continuous experience into meaningful discrete events. We speak of finishing our morning coffee, mowing the lawn, leaving work, etc. as singular occurrences that are localized in time…
We consider a general class of round-robin tournament models of equally strong players. In these models, each of the $n$ players competes against every other player exactly once. For each match between two players, the outcome is a value…
We consider clustering player behavior and learning the optimal team composition for multiplayer online games. The goal is to determine a set of descriptive play style groupings and learn a predictor for win/loss outcomes. The predictor…
Public debates are a common platform for presenting and juxtaposing diverging views on important issues. In this work we propose a methodology for tracking how ideas flow between participants throughout a debate. We use this approach in a…
We investigate the time evolution of lead changes within individual games of competitive team sports. Exploiting ideas from the theory of random walks, the number of lead changes within a single game follows a Gaussian distribution. We show…
Gameplay research about experiential phenomena is a challenging undertaking, given the variety of experiences that gamers encounter when playing and which currently do not have a formal taxonomy, such as flow, immersion, boredom, and fun.…
Research suggests there is a perception that females and underrepresented racial/ethnic minorities have worse gameplay skills and produce less engaging video game streaming content. This bias might impact streamers' audience size, viewers'…
We present a new way of estimation of the role of chance in achieving success, by comparing the empirical data from 100-meter dash competitions (one of the sports disciplines with the most stringent controls of external randomness), with…
Game feel design is the intentional design of the affective impact of moment-to-moment interaction with games. In this paper we survey academic research and publications by practitioners to give a complete overview of the state of research…
We develop a Bayesian model for decision-making under time pressure with endogenous information acquisition. In our model, the decision maker decides when to observe (costly) information by sampling an underlying continuous-time stochastic…
In this study, we address the challenge of measuring the ability of a recommender system to make surprising recommendations. Although current evaluation methods make it possible to determine if two algorithms can make recommendations with a…
We introduce the Tournament Rank Probability Score (TRPS) as a measure to evaluate and compare pre-tournament predictions, where predictions of the full tournament results are required to be available before the tournament begins. The TRPS…
Is it possible to predict the affect of a user just by observing her behavioral interaction through a video? How can we, for instance, predict a user's arousal in games by merely looking at the screen during play? In this paper we address…
We introduce a new measure to capture fairness of a schedule in a single round robin (SRR) tournament when participants are ranked by strength. To prevent distortion of the outcome of an SRR tournament as well as to guarantee equal…
The video game industry has seen rapid growth over the last decade. Thousands of video games are released and played by millions of people every year, creating a large community of players. Steam is a leading gaming platform and social…
Session length is a very important aspect in determining a user's satisfaction with a media streaming service. Being able to predict how long a session will last can be of great use for various downstream tasks, such as recommendations and…
We study a communication game between a sender and a receiver. The sender chooses one of her signals about the state of the world (i.e., anecdotes) and communicates to the receiver who takes an action affecting both players. The sender and…
Timeout is a short interruption during games used to communicate a change in strategy, to give the players a rest or to stop a negative flow in the game. Whatever the reason, coaches expect an improvement in their team's performance after a…
Online games are the most popular form of entertainment among youngsters as well as elders. Recognized as e-Sports, they may become an official part of the Olympic Games by 2020. However, a long waiting time for matchmaking will largely…