Related papers: Player Modeling using Behavioral Signals in Compet…
Competitive online games use rating systems for matchmaking; progression-based algorithms that estimate the skill level of players with interpretable ratings in terms of the outcome of the games they played. However, the overall experience…
Online competitive games have become a mainstream entertainment platform. To create a fair and exciting experience, these games use rating systems to match players with similar skills. While there has been an increasing amount of research…
Protecting against adversarial attacks is a common multiagent problem. Attackers in the real world are predominantly human actors, and the protection methods often incorporate opponent models to improve the performance when facing humans.…
We consider the problem of predicting human players' actions in repeated strategic interactions. Our goal is to predict the dynamic step-by-step behavior of individual players in previously unseen games. We study the ability of neural…
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…
Modeling the strategic behavior of agents in a real-world multi-agent system using existing state-of-the-art computational game-theoretic tools can be a daunting task, especially when only the actions taken by the agents can be observed.…
Online competitive games have become increasingly popular. To ensure an exciting and competitive environment, these games routinely attempt to match players with similar skill levels. Matching players is often accomplished through a rating…
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…
Multiplayer online battle arena has become a popular game genre. It also received increasing attention from our research community because they provide a wealth of information about human interactions and behaviors. A major problem is…
Competition is a primary driver of player satisfaction and engagement in multiplayer online games. Traditional matchmaking systems aim at creating matches involving teams of similar aggregated individual skill levels, such as Elo score or…
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…
Esports has emerged as a popular genre for players as well as spectators, supporting a global entertainment industry. Esports analytics has evolved to address the requirement for data-driven feedback, and is focused on cyber-athlete…
In many settings, machine learning models may be used to inform decisions that impact individuals or entities who interact with the model. Such entities, or agents, may game model decisions by manipulating their inputs to the model to…
The complexity of game play in online multiplayer games has generated strong interest in modeling the different play styles or strategies used by players for success. We develop a hierarchical Bayesian regression approach for the online…
AI-controlled characters in fighting games are expected to possess reasonably high skills and behave in a believable, human-like manner, exhibiting a diversity of play styles and strategies. Thus, the development of fighting game AI…
Recent advances in neurosciences and psychology have provided evidence that affective phenomena pervade intelligence at many levels, being inseparable from the cognitionaction loop. Perception, attention, memory, learning, decisionmaking,…
As a step towards studying human-agent collectives we conduct an online game with human participants cooperating on a network. The game is presented in the context of achieving group formation through local coordination. The players set…
Game recommendation is an important application of recommender systems. Recommendations are made possible by data sets of historical player and game interactions, and sometimes the data sets include features that describe games or players.…
Online social interactions in multiplayer games can be supportive and positive or toxic and harmful; however, few methods can easily assess interpersonal interaction quality in games. We use behavioural traces to predict affiliation between…
While games have been used extensively as milestones to evaluate game-playing AI, there exists no standardised framework for reporting the obtained observations. As a result, it remains difficult to draw general conclusions about the…