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A nationally representative study of video game play among adolescents in the United States showed that 97% of adolescents aged 12 to 17 years play computer, web, and portable (or console) video games (Lenhart et al., 2008). We hypothesized…
In this paper we experiment with a 2-player strategy board game where playing models are evolved using reinforcement learning and neural networks. The models are evolved to speed up automatic game development based on human involvement at…
We review recent numerical results on the role of talent and luck in getting success by means of a schematic agent-based model. In general the role of luck is found to be very relevant in order to get success, while talent is necessary but…
Representing a board game and its positions by text-based notation enables the possibility of NLP applications. Language models, can help gain insight into a variety of interesting problems such as unsupervised learning rules of a game,…
Competitive online games use rating systems to match players with similar skills to ensure a satisfying experience for players. In this paper, we focus on the importance of addressing different aspects of playing behavior when modeling…
Understanding the properties of games played under computational constraints remains challenging. For example, how do we expect rational (but computationally bounded) players to play games with a prohibitively large number of states, such…
This paper focuses on "tracing player knowledge" in educational games. Specifically, given a set of concepts or skills required to master a game, the goal is to estimate the likelihood with which the current player has mastery of each of…
Statistical applications in sports have long centered on how to best separate signal (e.g. team talent) from random noise. However, most of this work has concentrated on a single sport, and the development of meaningful cross-sport…
Machine learning relies on the assumption that unseen test instances of a classification problem follow the same distribution as observed training data. However, this principle can break down when machine learning is used to make important…
This study optimises manually derived rule-based expert system classification of objects according to changes in their properties over time. One of the key challenges that this study tries to address is how to classify objects that exhibit…
Successful and accurate modelling of level difficulty is a fundamental component of the operationalisation of player experience as difficulty is one of the most important and commonly used signals for content design and adaptation. In games…
League of Legends (LoL) is the most widely played multiplayer online battle arena (MOBA) game in the world. An important aspect of LoL is competitive ranked play, which utilizes a skill-based matchmaking system to form fair teams. However,…
In simple card games, cards are dealt one at a time and the player guesses each card sequentially. We study problems where feedback (e.g. correct/incorrect) is given after each guess. For decks with repeated values (as in blackjack where…
In the spirit of "multi-culturalism", we use four kinds of computations: simulation, numeric, symbolic, and "conceptual" to explore some "games of pure chance" inspired by children board games like "Snakes and Ladders" (aka as "Chutes and…
Competition is a primary driver of player satisfaction and engagement in multiplayer online games. Traditional matchmaking systems aim at creating matches involving teams of similar aggregated individual skill levels, such as Elo score or…
Current chess rating systems update ratings incrementally and may not always accurately reflect a player's true strength at all times, especially for rapidly improving players or very rusty players. To overcome this, we explore a method to…
We study strategic interaction in data-driven games where players face uncertainty about payoff distributions inferred from finite samples. To model calibrated attitudes toward such uncertainty, we formulate distributionally robust games…
We establish a general formula for the distribution of the score in table tennis. We use this formula to derive the probability distribution (and hence the expectation and variance) of the number of rallies necessary to achieve any given…
We consider two-player zero-sum games on graphs. These games can be classified on the basis of the information of the players and on the mode of interaction between them. On the basis of information the classification is as follows: (a)…
We introduce an evolutionary game with feedback between perception and reality, which we call the reality game. It is a game of chance in which the probabilities for different objective outcomes (e.g., heads or tails in a coin toss) depend…