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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…
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 study a game between two firms in which each provide a service based on machine learning. The firms are presented with the opportunity to purchase a new corpus of data, which will allow them to potentially improve the quality of their…
Retaining players over an extended period of time is a long-standing challenge in game industry. Significant effort has been paid to understanding what motivates players enjoy games. While individuals may have varying reasons to play or…
Motivated by applications in job scheduling, queuing networks, and load balancing in cyber-physical systems, we develop and analyze a game-theoretic framework to balance the load among servers in static and dynamic settings. In these…
Game feel design is the intentional design of the affective impact of moment-to-moment interaction with games. In this paper we survey academic research and publications by practitioners to give a complete overview of the state of research…
The games research community has developed substantial knowledge on designing engaging experiences that draw players in. Surprisingly, less is known about player \textit{dis}engagement, with existing work predominantly addressing…
Esports athletes often reduce visual quality to improve latency and frame rate, and increase their in-game performance. Little research has examined the effects of this visuo-spatial tradeoff on performance, but we could find no work…
Equilibria of realistic multiplayer games constitute a key solution concept both in practical applications, such as online advertising auctions and electricity markets, and in analytical frameworks used to study strategic voting in…
As a novel and fast-changing field, the video game industry does not have a fixed and well-defined vocabulary. In particular, game genres are of interest: No two experts seem to agree on what they are and how they relate to each other. We…
Examining the behavior of multi-agent systems is vitally important to many emerging distributed applications - game theory has emerged as a powerful tool set in which to do so. The main approach of game-theoretic techniques is to model…
With respect to digital games, older adults are a demographic that is often underserved due to an industry-wide focus on younger audiences' preferences and skill sets. Meanwhile, as artificial intelligence (AI) continues to expand into…
An extensive literature in economics and social science addresses contests, in which players compete to outperform each other on some measurable criterion, often referred to as a player's score, or output. Players incur costs that are an…
Games with incomplete preferences are an important model for studying rational decision-making in scenarios where players face incomplete information about their preferences and must contend with incomparable outcomes. We study the problem…
The goal of this exploratory research is to investigate how glitches and bugs within video games affect a players overall experience. The severity or frequency of bugs, as well as the nature of the bugs present, could influence how the…
Today, the large number of players and the high computational requirements of video games have motivated research on Green Video Games. We present a survey that provides an overview of this recent research area. A total of 2,637 papers were…
Given a graph G with n vertices and k players, each of which is placing a facility on one of the vertices of G, we define the score of the i'th player to be the number of vertices for which, among all players, the facility placed by the…
The ability for an educational game designer to understand their audience's play styles and resulting experience is an essential tool for improving their game's design. As a game is subjected to large-scale player testing, the designers…
Smart balancing, also called passive balancing, is the intentional introduction of active power schedule deviations by balance responsible parties (BRPs) to receive a remuneration through the imbalance settlement mechanism. From a system…
Under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goal in the broadest sense, we pose the gamification…