Related papers: Time-Based Addiction
We contribute an analysis of situated visualizations in motion in video games for different types of data, with a focus on quantitative and categorical data representations. Video games convey a lot of data to players, to help them succeed…
The goal of this article is to investigate how human participants allocate their limited time to decisions with different properties. We report the results of two behavioral experiments. In each trial of the experiments, the participant…
In game theory, mechanism design is concerned with the design of incentives so that a desired outcome of the game can be achieved. In this paper, we explore the concept of equilibrium design, where incentives are designed to obtain a…
The primary objective of a diverse planning approach is to generate a set of plans that are distinct from one another. Such an approach is applied in a variety of real-world domains, including risk management, automated stream data…
A periodic behavior is a well observed phenomena in biological and economical systems. We show that evolutionary games on graphs with imitation dynamics can display periodic behavior for an arbitrary choice of game theoretical parameters…
Most digital bodily games focus on the body as they use movement as input. However, they also draw the player's focus away from the body as the output occurs on visual displays, creating a divide between the physical body and the virtual…
Web browsers have come a long way since their inception, evolving from a simple means of displaying text documents over the network to complex software stacks with advanced graphics and network capabilities. As personal computers grew in…
Online competitive action games have flourished as a space for entertainment and social connections, yet they face challenges from a small percentage of players engaging in disruptive behaviors. This study delves into the under-explored…
In shared autonomy, a critical tension arises when an automated assistant must choose between obeying a human's instruction and deliberately overriding it to prevent harm. This safety-critical behavior is known as intelligent disobedience.…
This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. Text-based computer games describe their world to the player through natural language and…
This paper empirically investigates how an individual's network influences their purchase and subsequent use of experience goods. Utilising data on the network and game-ownership of over 108 million users from the world's largest video game…
In this paper we study time-dependent scheduling problems where activities consume a resource with limited availability. Activity durations as well as resource consumptions are assumed to be time-dependent and the resource can be…
Understanding player behavior is fundamental in game data science. Video games evolve as players interact with the game, so being able to foresee player experience would help to ensure a successful game development. In particular, game…
Synthesizing from Corbett and Munneke (2025), who demonstrated that questions originating in human-computer interaction (HCI) and game design can be answered through the theoretical toolkit of cognitive science, this perspective argues that…
Addiction is a major societal issue leading to billions in healthcare losses per year. Policy makers often introduce ad hoc quantity limits-limits on the consumption or possession of a substance-something which current economic models of…
This paper brings together divergent approaches to time inconsistency from macroeconomic policy and behavioural economics. Behavioural discount functions from behavioural microeconomics are embedded into a game-theoretic analysis of…
We study adaptive learning in a typical p-player game. The payoffs of the games are randomly generated and then held fixed. The strategies of the players evolve through time as the players learn. The trajectories in the strategy space…
Text-based games are a natural challenge domain for deep reinforcement learning algorithms. Their state and action spaces are combinatorially large, their reward function is sparse, and they are partially observable: the agent is informed…
News consumption behavior is shaped by the coupling between temporal dynamics and content selection. This study proposes a multi-scale temporal-content framework and validates it on two large real-world news datasets, MIND and Adressa.…
Online music services are increasing in popularity. They enable us to analyze people's music listening behavior based on play logs. Although it is known that people listen to music based on topic (e.g., rock or jazz), we assume that when a…