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Traditional learning systems have responded quickly to the COVID pandemic and moved to online or distance learning. Online learning requires a personalization method because the interaction between learners and instructors is minimal, and…

计算机与社会 · 计算机科学 2022-09-27 Ahmad Mousa Altamimi , Mohammad Azzeh , Mahmoud Albashayreh

Poker is a family of card games that includes many variations. We hypothesize that most poker games can be solved as a pattern matching problem, and propose creating a strong poker playing system based on a unified poker representation. Our…

人工智能 · 计算机科学 2015-09-23 Nikolai Yakovenko , Liangliang Cao , Colin Raffel , James Fan

This work investigates the problem of multi-agents trajectory prediction. Prior approaches lack of capability of capturing fine-grained dependencies among coordinated agents. In this paper, we propose a spatial-temporal trajectory…

机器学习 · 计算机科学 2020-12-22 Ding Ding , H. Howie Huang

Data analytics in sports is crucial to evaluate the performance of single players and the whole team. The literature proposes a number of tools for both offence and defence scenarios. Data coming from tracking location of players, in this…

应用统计 · 统计学 2019-06-28 Tullio Facchinetti , Rodolfo Metulini , Paola Zuccolotto

In this paper we present the first results of a pilot experiment in the capture and interpretation of multimodal signals of human experts engaged in solving challenging chess problems. Our goal is to investigate the extent to which…

人机交互 · 计算机科学 2017-10-13 Thomas Guntz , Raffaella Balzarini , Dominique Vaufreydaz , James L. Crowley

Positions of chess players in intransitive (rock-paper-scissors) relations are considered. Namely, position A of White is preferable (it should be chosen if choice is possible) to position B of Black, position B of Black is preferable to…

历史与综述 · 数学 2022-12-22 Alexander Poddiakov

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…

统计方法学 · 统计学 2025-07-14 Mark E. Glickman

This paper introduces a novel self-learning framework that automates the label acquisition process for improving models for detecting players in broadcast footage of sports games. Unlike most previous self-learning approaches for improving…

计算机视觉与模式识别 · 计算机科学 2013-07-30 Kenji Okuma , David G. Lowe , James J. Little

Recent advances in reinforcement learning with social agents have allowed such models to achieve human-level performance on specific interaction tasks. However, most interactive scenarios do not have a version alone as an end goal; instead,…

人工智能 · 计算机科学 2022-08-23 Pablo Barros , Ozge Nilay Yalcın , Ana Tanevska , Alessandra Sciutti

Robots deployed to the real world must be able to interact with other agents in their environment. Dynamic game theory provides a powerful mathematical framework for modeling scenarios in which agents have individual objectives and…

We present a conceptual space framework for modelling abstract concepts that unfold over time, demonstrated through a chess-based proof-of-concept. Strategy concepts, such as attack or sacrifice, are represented as geometric regions across…

人工智能 · 计算机科学 2026-01-30 Hadi Banaee , Stephanie Lowry

Chess, a deterministic game with perfect information, has long served as a benchmark for studying strategic decision-making and artificial intelligence. Traditional chess engines or tools for analysis primarily focus on calculating optimal…

人工智能 · 计算机科学 2025-12-02 Daren Zhong , Dingcheng Huang , Clayton Greenberg

We present a method for learning intrinsic reward functions to drive the learning of an agent during periods of practice in which extrinsic task rewards are not available. During practice, the environment may differ from the one available…

人工智能 · 计算机科学 2019-12-17 Janarthanan Rajendran , Richard Lewis , Vivek Veeriah , Honglak Lee , Satinder Singh

Gauging an individual's skill level is crucial, as it inherently shapes their behavior. Quantifying skill, however, is challenging because it is latent to the observed actions. To explore skill understanding in human behavior, we focus on…

计算机视觉与模式识别 · 计算机科学 2026-03-27 Akihiro Kubota , Tomoya Hasegawa , Ryo Kawahara , Ko Nishino

The ability for an educational game designer to understand their audience's play styles and resulting experience is an essential tool for improving their game's design. As a game is subjected to large-scale player testing, the designers…

An important issue in public goods game is whether player's behaviour changes over time, and if so, how significant it is. In this game players can be classified into different groups according to the level of their participation in the…

人工智能 · 计算机科学 2016-09-12 Polla Fattah , Uwe Aickelin , Christian Wagner

In competitive sports it is often very hard to quantify the performance. A player to score or overtake may depend on only millesimal of seconds or millimeters. In racquet sports like tennis, table tennis and squash many events will occur in…

音频与语音处理 · 电气工程与系统科学 2018-07-04 Katalin Hajdu-Szucs , Nora Fenyvesi , Jozsef Steger , Gabor Vattay

Motivated by applications in cyber security, we develop a simple game model for describing how a learning agent's private information influences an observing agent's inference process. The model describes a situation in which one of the…

计算机科学与博弈论 · 计算机科学 2019-09-16 Erik Miehling , Roy Dong , Cédric Langbort , Tamer Başar

We process a large corpus of game records of the board game of Go and propose a way of extracting summary information on played moves. We then apply several basic data-mining methods on the summary information to identify the most…

人工智能 · 计算机科学 2012-09-25 Petr Baudiš , Josef Moudřík

We investigate the look-ahead capabilities of chess-playing neural networks, specifically focusing on the Leela Chess Zero policy network. We build on the work of Jenner et al. (2024) by analyzing the model's ability to consider future…

人工智能 · 计算机科学 2025-05-29 Diogo Cruz