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200 papers

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…

Computer Science and Game Theory · Computer Science 2023-11-17 Astrid Rakow , Mehrnoush Hajnorouzi , Akhila Bairy

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…

Artificial Intelligence · Computer Science 2024-07-09 Will Hancock , Kenneth D. Forbus

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…

Probability · Mathematics 2026-05-21 Yaakov Malinovsky

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…

Social and Information Networks · Computer Science 2015-03-10 Hao Yi Ong , Sunil Deolalikar , Mark Peng

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…

Computation and Language · Computer Science 2016-04-13 Justine Zhang , Ravi Kumar , Sujith Ravi , Cristian Danescu-Niculescu-Mizil

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…

Data Analysis, Statistics and Probability · Physics 2015-07-01 A. Clauset , M. Kogan , S. Redner

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.…

Human-Computer Interaction · Computer Science 2010-04-05 Lennart E. Nacke , Craig A. Lindley

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'…

Human-Computer Interaction · Computer Science 2024-07-09 David V. Nguyen , Edward F. Melcer , Deanne Adams

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…

Physics and Society · Physics 2020-08-26 Pawel Sobkowicz , Robert H Frank , Alessio E Biondo , Alessandro Pluchino , Andrea Rapisarda

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…

Human-Computer Interaction · Computer Science 2021-04-23 Martin Pichlmair , Mads Johansen

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…

Artificial Intelligence · Computer Science 2016-10-25 Ahmed M. Alaa , Mihaela van der Schaar

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…

Information Retrieval · Computer Science 2018-07-12 Andre Paulino de Lima , Sarajane Marques Peres

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…

Applications · Statistics 2019-12-17 Claus Thorn Ekstrøm , Hans Van Eetvelde , Christophe Ley , Ulf Brefeld

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…

Human-Computer Interaction · Computer Science 2019-10-16 Konstantinos Makantasis , Antonios Liapis , Georgios N. Yannakakis

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…

Combinatorics · Mathematics 2025-02-07 Sten Wessel , Cor Hurkens , Frits Spieksma

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…

Machine Learning · Computer Science 2021-10-07 Andraž De Luisa , Jan Hartman , David Nabergoj , Samo Pahor , Marko Rus , Bozhidar Stevanoski , Jure Demšar , Erik Štrumbelj

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…

Information Retrieval · Computer Science 2017-08-02 Theodore Vasiloudis , Hossein Vahabi , Ross Kravitz , Valery Rashkov

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…

Theoretical Economics · Economics 2024-07-19 Nika Haghtalab , Nicole Immorlica , Brendan Lucier , Markus Mobius , Divyarthi Mohan

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…

Applications · Statistics 2022-04-12 Niander Assis , Renato Assunção , Pedro O. S. Vaz-De-Melo

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…

Performance · Computer Science 2019-11-28 Mingkuan Xu , Yang Yu , Chenye Wu