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Deep reinforcement learning has generated superhuman AI in competitive games such as Go and StarCraft. Can similar learning techniques create a superior AI teammate for human-machine collaborative games? Will humans prefer AI teammates that…
Strategy learning in game environments with multi-agent is a challenging problem. Since each agent's reward is determined by the joint strategy, a greedy learning strategy that aims to maximize its own reward may fall into a local optimum.…
Champion recommendation in multiplayer online battle arena games is usually framed informally as a problem of metagame strength, personal comfort, or global win rate. We formalize champion recommendation in League of Legends as an…
The next challenge of game AI lies in Real Time Strategy (RTS) games. RTS games provide partially observable gaming environments, where agents interact with one another in an action space much larger than that of GO. Mastering RTS games…
This paper describes a new algorithm for decision making in two-player real-time video games. As with Monte Carlo Tree Search, the algorithm can be used without heuristics and has been developed for use in general video game AI. The…
League of Legends (LoL), one of the most widely played computer games in the world, has over 140 playable characters known as champions that have highly varying play styles. However, there is not much work on providing champion…
Esports have become major international sports with hundreds of millions of spectators. Esports games generate massive amounts of telemetry data. Using these to predict the outcome of esports matches has received considerable attention, but…
Multiplayer Online Battle Arena (MOBA) is one of the most played game genres nowadays. With the increasing growth of this genre, it becomes necessary to develop effective intelligent agents to play alongside or against human players. In…
MOBAs represent a huge segment of online gaming and are growing as both an eSport and a casual genre. The natural starting point for AI researchers interested in MOBAs is to develop an AI to play the game better than a human - but MOBAs…
In fantasy sports, strategic thinking-not mere luck-often defines who wins and who falls short. As fantasy cricket grows in popularity across India, understanding whether success stems from skill or chance has become both an analytical and…
Predicting player behavior in strategic games, especially complex ones like chess, presents a significant challenge. The difficulty arises from several factors. First, the sheer number of potential outcomes stemming from even a single…
Learning in smooth games fundamentally differs from standard minimization due to rotational dynamics, which invalidate classical hyperparameter tuning strategies. Despite their practical importance, effective methods for tuning in games…
Online data provide a way to monitor how users behave in social systems like social networks and online games, and understand which features turn an ordinary individual into a successful one. Here, we propose to study individual performance…
Multiplayer Online Battle Arena (MOBA) is currently one of the most popular genres of digital games around the world. The domain of knowledge contained in these complicated games is large. It is hard for humans and algorithms to evaluate…
Esport games comprise a sizeable fraction of the global games market, and is the fastest growing segment in games. This has given rise to the domain of esports analytics, which uses telemetry data from games to inform players, coaches,…
Online fantasy cricket has emerged as large-scale competitive systems in which participants construct virtual teams and compete based on real-world player performances. This massive growth has been accompanied by important questions about…
A tournament graph is a complete directed graph, which can be used to model a round-robin tournament between $n$ players. In this paper, we address the problem of finding a champion of the tournament, also known as Copeland winner, which is…
Predicting the outcome of sports events is a hard task. We quantify this difficulty with a coefficient that measures the distance between the observed final results of sports leagues and idealized perfectly balanced competitions in terms of…
We introduce a reinforcement learning environment based on Heroic - Magic Duel, a 1 v 1 action strategy game. This domain is non-trivial for several reasons: it is a real-time game, the state space is large, the information given to the…
Competitor rating systems for head-to-head games are typically used to measure playing strength from game outcomes. Ratings computed from these systems are often used to select top competitors for elite events, for pairing players of…