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In this paper, we study a two-stage stochastic version of the assignment game, which is a fundamental cooperative game. Given an initial setting, the set of players may change in the second stage according to some probability distribution,…
Reasoning is an essential skill to enable Large Language Models (LLMs) to interact with the world. As tasks become more complex, they demand increasingly sophisticated and diverse reasoning capabilities for sequential decision-making,…
Recently, there has been growing interest within the community regarding whether large language models are capable of planning or executing plans. However, most prior studies use LLMs to generate high-level plans for simplified scenarios…
Implementing multi-player networked games by broadcasting the player's input and letting each client calculate the game state - a scheme known as lock-step simulation - is an established technique. However, ensuring that every client in…
Large language models (LLMs) have achieved striking successes on many benchmarks, yet recent studies continue to expose fundamental weaknesses. In this paper, we introduce Concept, a simple word-guessing board game, as a benchmark for…
Expressive range analysis is a visualization-based technique used to evaluate the performance of generative models, particularly in game level generation. It typically employs two quantifiable metrics to position generated artifacts on a 2D…
We introduce games with probabilistic uncertainty, a natural model for controller synthesis in which the controller observes the state of the system through imprecise sensors that provide correct information about the current state with a…
We introduce Pencil Puzzle Bench, a framework for evaluating large language model reasoning through pencil puzzles, a family of constraint-satisfaction problems closely related to NP-complete problems, with deterministic, step-level…
Is it possible to predict the motivation of players just by observing their gameplay data? Even if so, how should we measure motivation in the first place? To address the above questions, on the one end, we collect a large dataset of…
This article identifies a gap between the existence of a various psychometric tests approaches and other team performance assessment tools (e.g. business and management games). As a response to the lack of tools able to utilize the…
Cybersecurity games are an attractive and popular method of active learning. However, the majority of current games are created for advanced players, which often leads to frustration in less experienced learners. Therefore, we decided to…
Coalitions naturally exist in many real-world systems involving multiple decision makers such as ridesharing, security, and online ad auctions, but the coalition structure among the agents is often unknown. We propose and study an important…
We introduce a formal notion of masking fault-tolerance between probabilistic transition systems using stochastic games. These games are inspired in bisimulation games, but they also take into account the possible faulty behavior of…
We present a statistical-modelling method for piano reduction, i.e. converting an ensemble score into piano scores, that can control performance difficulty. While previous studies have focused on describing the condition for playable piano…
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…
In recent work by Bramoull\'{e} and Kranton, a model for the provision of public goods on a network was presented and relations between equilibria of such a game and properties of the network were established. This model was further…
Large language models (LLMs) excel at solving problems with clear and complete statements, but often struggle with nuanced environments or interactive tasks which are common in most real-world scenarios. This highlights the critical need…
As the complexity and scope of games increase, game testing, also called playtesting, becomes an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of game testing leaves space for automation. In this…
Estimating the difficulty of a dataset typically involves comparing state-of-the-art models to humans; the bigger the performance gap, the harder the dataset is said to be. However, this comparison provides little understanding of how…
This report documents the development, test, and application of Large Language Models (LLMs) for automated text analysis, with a specific focus on gambling-like elements in digital games, such as lootboxes. The project aimed not only to…