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Under certain circumstances such as lack of information or bounded rationality, human players can take decisions on which strategy to choose in a game on the basis of simple opinions. These opinions can be modified after each round by…
Peer review (e.g., grading assignments in Massive Open Online Courses (MOOCs), academic paper review) is an effective and scalable method to evaluate the products (e.g., assignments, papers) of a large number of agents when the number of…
Reporting systems in multiplayer video games allow players to express their dissatisfaction with others and combat in-game toxicity. In this work, we examined the act of reporting through the lens of expectancy-value theory. Using a…
This article discusses in detail the rating system that won the kaggle competition "Chess Ratings: Elo vs the rest of the world". The competition provided a historical dataset of outcomes for chess games, and aimed to discover whether novel…
I introduce a model of predictive scoring. A receiver wants to predict a sender's quality. An intermediary observes multiple features of the sender and aggregates them into a score. Based on the score, the receiver makes a decision. The…
We study a mechanism-design problem in which spiteful agents strive to not only maximize their rewards but also, contingent upon their own payoff levels, seek to lower the opponents' rewards. We characterize all individually rational (IR)…
Adversarial training aims to defend against adversaries: malicious opponents whose sole aim is to harm predictive performance in any way possible. This presents a rather harsh perspective, which we assert results in unnecessarily…
In this note, I introduce Estimated Performance Rating (PR$^e$), a novel system for evaluating player performance in sports and games. PR$^e$ addresses a key limitation of the Tournament Performance Rating (TPR) system, which is undefined…
Corrigibility of autonomous agents is an under explored part of system design, with previous work focusing on single agent systems. It has been suggested that uncertainty over the human preferences acts to keep the agents corrigible, even…
A basic lesson from game theory is that strategic behavior often renders the equilibrium outcome inefficient. The recent literature of information design -- a.k.a. signaling or persuasion -- looks to improve equilibria by providing…
In the light of the need to achieve a ranking which is understood by all tennis supporters, the ATP ranking is exposed to constant complaints from players and at the same time exposes new players to be benefited with a good tournament to be…
We present a system, Sandi, for creating trust through accountability. Concretely, we focus on online communication scenarios, where the communicating parties do not know each other, yet would benefit from a degree of initial trust. Sandi…
The evaluation of recommender system fairness has become increasingly important, especially with recent legislation that emphasises the development of fair and responsible artificial intelligence. This has led to the emergence of various…
Consider a system in which players at nodes of an underlying graph G repeatedly play Prisoner's Dilemma against their neighbors. The players adapt their strategies based on the past behavior of their opponents by applying the so-called…
A common form of competition is one where judges grade contestants' performances which are then compiled to determine the final ranking of the contestants. Unlike in another common form of competition where two contestants play a…
The most popular stability notion in games should be Nash equilibrium under the rationality of players who maximize their own payoff individually. In contrast, in many scenarios, players can be (partly) irrational with some unpredictable…
The feedback data of recommender systems are often subject to what was exposed to the users; however, most learning and evaluation methods do not account for the underlying exposure mechanism. We first show in theory that applying…
We study discrete preference games in heterogeneous social networks. These games model the interplay between a player's private belief and his/her publicly stated opinion (which could be different from the player's belief) as a strategic…
When users rate objects, a sophisticated algorithm that takes into account ability or reputation may produce a fairer or more accurate aggregation of ratings than the straightforward arithmetic average. Recently a number of authors have…
In this article, we study the decision-making process of chess players by using a chess engine to evaluate the moves across different pools of games. We quantified the decisiveness of each move during the games using a metric derived from…