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The paper proposes a natural measure space of zero-sum perfect information games with upper semicontinuous payoffs. Each game is specified by the game tree, and by the assignment of the active player and of the capacity to each node of the…
We discuss similarities and differences between systems of interacting players maximizing their individual payoffs and particles minimizing their interaction energy. Long-run behavior of stochastic dynamics of spatial games with multiple…
The availability of massive data about sports activities offers nowadays the opportunity to quantify the relation between performance and success. In this study, we analyze more than 6,000 games and 10 million events in six European leagues…
Individual sports competitions provide a natural setting for examining the relative importance of talent and luck/chance in achieving success. The belief that success is primarily due to individual abilities and hard work rather than…
Tasks of different nature and difficulty levels are a part of people's lives. In this context, there is a scientific interest in the relationship between the difficulty of the task and the persistence need to accomplish it. Despite the…
Reasoning is not just about solving problems -- it is also about evaluating which problems are worth solving at all. Evaluations of artificial intelligence (AI) systems primarily focused on problem solving, historically by studying how…
We explore the twin questions of when and why the strategy method creates behavioral distortions in the elicitation of choices in laboratory studies of sequential games. While such distortions have been widely documented, the theoretical…
We introduce games with probabilistic uncertainty, a natural model for controller synthesis in which the controller observes the state of the system through imprecise sensors that provide correct information about the current state with a…
While artificial intelligence has been applied to control players' decisions in board games for over half a century, little attention is given to games with no player competition. Pandemic is an exemplar collaborative board game where all…
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…
While learning with limited labelled data can improve performance when the labels are lacking, it is also sensitive to the effects of uncontrolled randomness introduced by so-called randomness factors (e.g., varying order of data). We…
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three…
Methods for dynamic difficulty adjustment allow games to be tailored to particular players to maximize their engagement. However, current methods often only modify a limited set of game features such as the difficulty of the opponents, or…
In this paper, we study the average case complexity of the Unique Games problem. We propose a natural semi-random model, in which a unique game instance is generated in several steps. First an adversary selects a completely satisfiable…
Combinatorial games lead to several interesting, clean problems in algorithms and complexity theory, many of which remain open. The purpose of this paper is to provide an overview of the area to encourage further research. In particular, we…
Bridge is a trick-taking card game requiring the ability to evaluate probabilities since it is a game of incomplete information where each player only sees its cards. In order to choose a strategy, a player needs to gather information about…
Serious games can support communities in becoming more flood resilient. However, the process of identifying and integrating locally relevant and doable actions into gameplay is complex and underresearched. We approached the challenge by…
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…
This paper investigates the different effects of chaotic switching on Parrondo's games, as compared to random and periodic switching. The rate of winning of Parrondo's games with chaotic switching depends on coefficient(s) defining the…
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…