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As large language models (LLMs) advance across diverse tasks, the need for comprehensive evaluation beyond single metrics becomes increasingly important. To fully assess LLM intelligence, it is crucial to examine their interactive dynamics…
Inspired by applications such as supply chain management, epidemics, and social networks, we formulate a stochastic game model that addresses three key features common across these domains: 1) network-structured player interactions, 2)…
Current AI agents can flexibly invoke tools and execute complex tasks, yet their long-term advancement is hindered by the lack of systematic accumulation and transfer of skills. Without a unified mechanism for skill consolidation, agents…
This paper presents a data-driven statistical framework to quantify the role of skill in games, addressing the long-standing question of whether success in a game is predominantly driven by skill or chance. We analyze player level data from…
Reward Modeling is critical in evaluating and improving the generation of Large Language Models (LLMs). While numerous recent works have shown its feasibility in improving safety, helpfulness, reasoning, and instruction-following ability,…
In this paper, we introduce a skill-balancing mechanism for adversarial non-player characters (NPCs), called Skilled Experience Catalogue (SEC). The objective of this mechanism is to approximately match the skill level of an NPC to an…
The Elo system for rating chess players, also used in other games and sports, was adopted by the World Chess Federation over four decades ago. Although not without controversy, it is accepted as generally reliable and provides a method for…
Skill extraction and recommendation systems have been studied from recruiter, applicant, and education perspectives. While AI applications in job advertisements have received broad attention, deficiencies in the instructed skills side…
The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of…
The Nash equilibrium is an important benchmark for behaviour in systems of strategic autonomous agents. Polymatrix games are a succinct and expressive representation of multiplayer games that model pairwise interactions between players. The…
A successful tactic that is followed by the scientific community for advancing AI is to treat games as problems, which has been proven to lead to various breakthroughs. We adapt this strategy in order to study Rocket League, a widely…
The efficiency of a game is typically quantified by the price of anarchy (PoA), defined as the worst ratio of the objective function value of an equilibrium --- solution of the game --- and that of an optimal outcome. Given the tremendous…
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 introduce a novel system of matching and scoring players in tournaments, called Multi-Tier Tournaments, illustrated by chess and based on the following rules: 1. Players are divided into skill-based tiers, based on their Elo ratings. 2.…
The process of revising (or constructing) a policy at execution time -- known as decision-time planning -- has been key to achieving superhuman performance in perfect-information games like chess and Go. A recent line of work has extended…
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…
Online learning in arbitrary, and possibly adversarial, environments has been extensively studied in sequential decision-making, and it is closely connected to equilibrium computation in game theory. Most existing online learning algorithms…
The Elo algorithm, renowned for its simplicity, is widely used for rating in sports tournaments and other applications. However, despite its widespread use, a detailed understanding of the convergence characteristics of the Elo algorithm is…
This paper introduces a score-driven rating system, a generalization of the classical Elo rating system that employs the score, i.e. the gradient of the log-likelihood, as the updating mechanism for player and team ratings. The proposed…
We present an improved library for the ranking problem called RPLIB. RPLIB includes the following data and features. (1) Real and artificial datasets of both pairwise data (i.e., information about the ranking of pairs of items) and feature…