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Common statistical practice has shown that the full power of Bayesian methods is not realized until hierarchical priors are used, as these allow for greater "robustness" and the ability to "share statistical strength." Yet it is an ongoing…
The basis of the method proposed in this article is the idea that information is one of the most important factors in strategic decisions, including decisions in computer chess and other strategy games. The model proposed in this article…
We study Bayesian coordination games where agents receive noisy private information over the game's payoffs, and over each others' actions. If private information over actions is of low quality, equilibrium uniqueness obtains in a manner…
Multiplayer online battle arena has become a popular game genre. It also received increasing attention from our research community because they provide a wealth of information about human interactions and behaviors. A major problem is…
Using three years of game data of the online collectible card game Hearthstone, we analyse the evolution of the game's system over the period 2016--2019. By considering the frequencies that archetypes are played, and their corresponding…
We study the mathematical properties of probabilistic processes in which the independent actions of $n$ players (`causes') can influence the outcome of each player (`effects'). In such a setting, each pair of outcomes will generally be…
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…
We study nonzero-sum hypothesis testing games that arise in the context of adversarial classification, in both the Bayesian as well as the Neyman-Pearson frameworks. We first show that these games admit mixed strategy Nash equilibria, and…
Video game designers often view confusion as undesirable, yet it is inevitable, as new players must adapt to new interfaces and mechanics in an increasingly varied and innovative game market, which is more popular than ever. Research…
Feedback has a powerful influence on learning, but it is also expensive to provide. In large classes, it may even be impossible for instructors to provide individualized feedback. Peer assessment has received attention lately as a way of…
Hundreds of years after its creation, the game of chess is still widely played worldwide. Opening Theory is one of the pillars of chess and requires years of study to be mastered. Here we exploit the "wisdom of the crowd" in an online chess…
We study the quality of outcomes in repeated games when the population of players is dynamically changing and participants use learning algorithms to adapt to the changing environment. Game theory classically considers Nash equilibria of…
We study selection acting on phenotype in a collection of agents playing local games lacking Nash equilibria. After each cycle one of the agents losing most games is replaced by a new agent with new random strategy and game partner. The…
Clustering is a powerful tool in data analysis, but it is often difficult to find a grouping that aligns with a user's needs. To address this, several methods incorporate constraints obtained from users into clustering algorithms, but…
To address the dynamic nature of real-world networks, we generalize competitive diffusion games and Voronoi games from static to temporal graphs, where edges may appear or disappear over time. This establishes a new direction of studies in…
This paper investigates causal influences between agents linked by a social graph and interacting over time. In particular, the work examines the dynamics of social learning models and distributed decision-making protocols, and derives…
Peer effects, in which the behavior of an individual is affected by the behavior of their peers, are posited by multiple theories in the social sciences. Other processes can also produce behaviors that are correlated in networks and groups,…
Chess engines passed human strength years ago, but they still don't play like humans. A grandmaster under clock pressure blunders in ways a club player on a hot streak never would. Conventional engines capture none of this. This paper…
A quantitative method is described for comparing chess openings. Test openings and baseline openings are run through chess engines under controlled conditions and compared to evaluate the effectiveness of the test openings. The results are…
The aim of the present study is to detect abrupt trend changes in the mean of a multidimensional sequential signal. Directly inspired by papers of Fernhead and Liu ([4] and [5]), this work describes the signal in a hierarchical manner : the…