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In repeated interactions between individuals, we do not expect that exactly the same situation will occur from one time to another. Contrary to what is common in models of repeated games in the literature, most real situations may differ a…
This paper focuses on "tracing player knowledge" in educational games. Specifically, given a set of concepts or skills required to master a game, the goal is to estimate the likelihood with which the current player has mastery of each of…
Game analytics supports game development by providing direct quantitative feedback about player experience. Player retention and monetization in particular have become central business statistics in free-to-play game development. Many…
This paper examines the convergence of no-regret learning in games with continuous action sets. For concreteness, we focus on learning via "dual averaging", a widely used class of no-regret learning schemes where players take small steps…
The literature on game-theoretic equilibrium finding predominantly focuses on single games or their repeated play. Nevertheless, numerous real-world scenarios feature playing a game sampled from a distribution of similar, but not identical…
The goal of high-utility sequential pattern mining (HUSPM) is to efficiently discover profitable or useful sequential patterns in a large number of sequences. However, simply being aware of utility-eligible patterns is insufficient for…
Modern machine learning systems need to be able to cope with constantly arriving and changing data. Two main areas of research dealing with such scenarios are continual learning and data stream mining. Continual learning focuses on…
This study extends the BG/NBD churn probability model, addressing its limitations in industries where customer behaviour is often influenced by seasonal events and possibly high purchase counts. We propose a modified definition of churn,…
Continuous machine learning pipelines are common in industrial settings where models are periodically trained on data streams. Unfortunately, concept drifts may occur in data streams where the joint distribution of the data X and label y,…
Generating high quality uncertainty estimates for sequential regression, particularly deep recurrent networks, remains a challenging and open problem. Existing approaches often make restrictive assumptions (such as stationarity) yet still…
Starting from a heuristic learning scheme for N-person games, we derive a new class of continuous-time learning dynamics consisting of a replicator-like drift adjusted by a penalty term that renders the boundary of the game's strategy space…
Game-theoretical approach to the analysis of parallel algorithms is proposed. The approach is based on presentation of the parallel computing as a congestion game. In the game processes compete for resources such as core of a central…
Conventional noncooperative game theory hypothesizes that the joint strategy of a set of players in a game must satisfy an "equilibrium concept". All other joint strategies are considered impossible; the only issue is what equilibrium…
Traditional Deep Learning Recommendation Models (DLRMs) face increasing bottlenecks in performance and efficiency, often struggling with generalization and long-sequence modeling. Inspired by the scaling success of Large Language Models…
Sequential equilibrium is the conventional approach for analyzing multi-stage games of incomplete information. It relies on mutual consistency of beliefs. To relax mutual consistency, I theoretically and experimentally explore the dynamic…
We put forward a new model of congestion games where agents have uncertainty over the routes used by other agents. We take a non-probabilistic approach, assuming that each agent knows that the number of agents using an edge is within a…
In order to improve the accuracy of cross-platform advertisement recommendation, a graph neural network (GNN)- based advertisement recommendation method is analyzed. Through multi-dimensional modeling, user behavior data (e.g., click…
We study non-atomic congestion games on parallel-link networks with affine cost functions. We investigate the power of machine-learned predictions in the design of coordination mechanisms aimed at minimizing the impact of selfishness. Our…
Humans tend to learn complex abstract concepts faster if examples are presented in a structured manner. For instance, when learning how to play a board game, usually one of the first concepts learned is how the game ends, i.e. the actions…
Recurrent neural networks (RNNs) have been used extensively and with increasing success to model various types of sequential data. Much of this progress has been achieved through devising recurrent units and architectures with the…