Related papers: Achieving the Highest Possible Elo Rating
Parameters defined via General Estimating Equations (GEE) can be estimated by maximizing the Empirical Likelihood (EL). Newey and Smith (2004) have recently shown that this EL estimator exhibits desirable higher-order asymptotic properties,…
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…
The outputs of win probability models are often used to evaluate player actions. However, in some sports, such as the popular esport Counter-Strike, there exist important team-level decisions. For example, at the beginning of each round in…
Many problems in computer vision and recommender systems involve low-rank matrices. In this work, we study the problem of finding the maximum entry of a stochastic low-rank matrix from sequential observations. At each step, a learning agent…
Accurately estimating human skill levels is crucial for designing effective human-AI interactions so that AI can provide appropriate challenges or guidance. In games where AI players have beaten top human professionals, strength estimation…
We consider graph games of infinite duration with winning conditions in parameterized linear temporal logic, where the temporal operators are equipped with variables for time bounds. In model checking such specifications were introduced as…
Multi-round competitions often double or triple the points awarded in the final round, calling it a bonus, to maximize spectators' excitement. In a two-player competition with $n$ rounds, we aim to derive the optimal bonus size to maximize…
In arena-style evaluation of large language models (LLMs), two LLMs respond to a user query, and the user chooses the winning response or deems the "battle" a draw, resulting in an adjustment to the ratings of both models. The prevailing…
We study the problem of optimizing the betting frequency in a dynamic game setting using Kelly's celebrated expected logarithmic growth criterion as the performance metric. The game is defined by a sequence of bets with independent and…
Consider the problem: we are given $n$ boxes, labeled $\{1,2,\ldots, n\}$ by an adversary, each containing a single number chosen from an unknown distribution; these $n$ distributions are not necessarily identical. We are also given an…
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…
We study two-player general sum repeated finite games where the rewards of each player are generated from an unknown distribution. Our aim is to find the egalitarian bargaining solution (EBS) for the repeated game, which can lead to much…
We study the following game on a finite graph $G = (V, E)$. At the start, each edge is assigned an integer $n_e \ge 0$, $n = \sum_{e \in E} n_e$. In round $t$, $1 \le t \le n$, a uniformly random vertex $v \in V$ is chosen and one of the…
Level-k thinking has been widely applied as a solution concept for games in normal form in behavioral and experimental game theory. We consider level-k thinking in games in extensive form. Player's may learn about levels of opponents'…
A game starts with the empty graph on $n$ vertices, and two player alternate adding edges to the graph. Only moves which do not create a triangle are valid. The game ends when a maximal triangle-free graph is reached. The goal of one player…
One of the most popular club football tournaments, the UEFA Champions League, will see a fundamental reform from the 2024/25 season: the traditional group stage will be replaced by one league where each of the 36 teams plays eight matches.…
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…
In this work we are concerned with the design of efficient mechanisms while eliciting limited information from the agents. First, we study the performance of sampling approximations in facility location games. Our key result is to show that…
We consider the following combinatorial game: two players, Fast and Slow, claim $k$-element subsets of $[n]=\{1,2,...,n\}$ alternately, one at each turn, such that both players are allowed to pick sets that intersect all previously claimed…
Elections and opinion polls often have many candidates, with the aim to either rank the candidates or identify a small set of winners according to voters' preferences. In practice, voters do not provide a full ranking; instead, each voter…