相关论文: Q-DeckRec: A Fast Deck Recommendation System for C…
A defining feature of collectable card games is the deck building process prior to actual gameplay, in which players form their decks according to some restrictions. Learning to build decks is difficult for players and models alike due to…
In this paper, we evolve a card-choice strategy for the arena mode of Legends of Code and Magic, a programming game inspired by popular collectible card games like Hearthstone or TES: Legends. In the arena game mode, before each match, a…
This research project investigates the application of several computer vision techniques for playing card detection and recognition in the context of the popular casino game, blackjack. The primary objective is to develop a robust system…
Deep learning has brought great progress for the sequential recommendation (SR) tasks. With advanced network architectures, sequential recommender models can be stacked with many hidden layers, e.g., up to 100 layers on real-world…
Coalitions naturally exist in many real-world systems involving multiple decision makers such as ridesharing, security, and online ad auctions, but the coalition structure among the agents is often unknown. We propose and study an important…
Drafting, i.e., the selection of a subset of items from a larger candidate set, is a key element of many games and related problems. It encompasses team formation in sports or e-sports, as well as deck selection in many modern card games.…
Collectible card games are challenging, widely played games that have received increasing attention from the AI research community in recent years. Despite important breakthroughs, the field still poses many unresolved challenges. This work…
Using graph models with relational information in recommender systems has shown promising results. Yet, most methods are transductive, i.e., they are based on dimensionality reduction architectures. Hence, they require heavy retraining…
This paper presents a personalized character recommendation system for Multiplayer Online Battle Arena (MOBA) games which are considered as one of the most popular online video game genres around the world. When playing MOBA games, players…
Online gaming is growing faster than ever before, with increasing challenges of providing better user experience. Recommender systems (RS) for online games face unique challenges since they must fulfill players' distinct desires, at…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
We introduce quantitative reductions, a novel technique for structuring the space of quantitative games and solving them that does not rely on a reduction to qualitative games. We show that such reductions exhibit the same desirable…
In this work we propose a goal reasoning method which learns to select subgoals with Deep Q-Learning in order to decrease the load of a planner when faced with scenarios with tight time restrictions, such as online execution systems. We…
The game of SET is a popular card game in which the objective is to form Sets using cards from a special deck. In this paper we study single- and multi-round variations of this game from the computational complexity point of view and…
We present EasyRec, an easy-to-use, extendable and efficient recommendation framework for building industrial recommendation systems. Our EasyRec framework is superior in the following aspects: first, EasyRec adopts a modular and pluggable…
Motivated by the results for Magic: The Gathering presented in [CBH20] and [Bid20], we study a (different) computability problem about winning strategies in Yu-Gi-Oh! Trading Card Game, a popular card game developed and published by Konami.…
In many combinatorial games, one can prove that the first player wins under best play using a simple but non-constructive argument called strategy-stealing. This work is about the complexity behind these proofs: how hard is it to actually…
We revisit the coalition structure generation problem in which the goal is to partition the players into exhaustive and disjoint coalitions so as to maximize the social welfare. One of our key results is a general polynomial-time algorithm…
Chore division is the problem of fairly dividing some divisible, undesirable bad, such as a set of chores, among a number of players. Each player has their own valuation of the chores, and must be satisfied they did not receive more than…
The success or failure of a project is highly related to recognizing the right stakeholders and accurately finding and discovering their requirements. However, choosing the proper elicitation technique was always a considerable challenge…