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The causal effect of showing an ad to a potential customer versus not, commonly referred to as "incrementality", is the fundamental question of advertising effectiveness. In digital advertising three major puzzle pieces are central to…

机器学习 · 计算机科学 2022-08-30 Randall Lewis , Jeffrey Wong

Given two players alternately picking pieces of a pizza sliced by radial cuts, in such a way that after the first piece is taken every subsequent chosen piece is adjacent to some previously taken piece, we provide a strategy for the…

离散数学 · 计算机科学 2011-01-25 Kolja Knauer , Piotr Micek , Torsten Ueckerdt

Wordle is an online word puzzle game that gained viral popularity in January 2022. The goal is to guess a hidden five letter word. After each guess, the player gains information about whether the letters they guessed are present in the…

计算与语言 · 计算机科学 2022-02-02 Benton J. Anderson , Jesse G. Meyer

Given a mapping from a set of players to the leaves of a complete binary tree (called a seeding), a knockout tournament is conducted as follows: every round, every two players with a common parent compete against each other, and the winner…

数据结构与算法 · 计算机科学 2024-01-24 Juhi Chaudhary , Hendrik Molter , Meirav Zehavi

An accumulator is a bet that presents a rather unique payout structure, in that it combines multiple bets into a wager that can generate a total payout given by the multiplication of the individual odds of its parts. These potentially…

人工智能 · 计算机科学 2020-04-21 Nassim Dehouche

The classical Maker-Breaker positional game is played on a board which is a hypergraph $\mathcal{H}$, with two players, Maker and Breaker, alternately claiming vertices of $\mathcal{H}$ until all the vertices are claimed. When the game…

离散数学 · 计算机科学 2026-01-15 Guillaume Bagan , Quentin Deschamps , Florian Galliot , Mirjana Mikalački , Nacim Oijid

In this paper, we introduce and study a class of games called price-coupling games that arise in many scenarios, especially in the electricity industry. In a price-coupling game, there is a part of the objective function of a player which…

最优化与控制 · 数学 2019-01-08 Mathew P. Abraham , Ankur A. Kulkarni

Deceptive patterns are often used in interface design to manipulate users into taking actions they would not otherwise take, such as consenting to excessive data collection. We present Trickery, a narrative serious game that incorporates…

人机交互 · 计算机科学 2024-10-25 Kirill Kronhardt , Kevin Rolfes , Jens Gerken

By now, the Maker-Breaker connectivity game on a complete graph $K_n$ or on a random graph $G\sim G_{n,p}$ is well studied. Recently, London and Pluh\'ar suggested a variant in which Maker always needs to choose her edges in such a way that…

组合数学 · 数学 2022-08-22 Dennis Clemens , Laurin Kirsch , Yannick Mogge

The original Kelly criterion provides a strategy to maximize the long-term growth of winnings in a sequence of simple Bernoulli bets with an edge, that is, when the expected return on each bet is positive. The objective of this work is to…

概率论 · 数学 2020-02-11 Sergey Lototsky , Austin Pollok

Games are usually created incrementally, requiring repeated testing of the same scenarios, which is a tedious and error-prone task for game developers. Therefore, we aim to alleviate this game testing process by encapsulating it into a game…

软件工程 · 计算机科学 2023-10-31 Patric Feldmeier , Philipp Straubinger , Gordon Fraser

Quantum generalizations of conventional games broaden the range of available strategies, which can help improve outcomes for the participants. With many players, such quantum games can involve entanglement among many states which is…

量子物理 · 物理学 2009-10-06 Kay-Yut Chen , Tad Hogg , Raymond Beausoleil

In the Maker-Breaker domination game played on a graph $G$, Dominator's goal is to select a dominating set and Staller's goal is to claim a closed neighborhood of some vertex. We study the cases when Staller can win the game. If Dominator…

组合数学 · 数学 2024-02-14 Csilla Bujtás , Pakanun Dokyeesun , Sandi Klavžar

We consider a two-player game in which the first player (the Guesser) tries to guess, edge-by-edge, the path that second player (the Chooser) takes through a directed graph. At each step, the Guesser makes a wager as to the correctness of…

概率论 · 数学 2009-07-14 Marcus Pendergrass

Though the rapid development and spread of Information and Communication Technology (ICT) making people's life much more easier, on the other hand it causing some serious threats to the society. Phishing is one of the most common cyber…

密码学与安全 · 计算机科学 2016-02-02 T. T. Dayaratne

For sustainable growth and profitability, online game companies are constantly carrying out various events to attract new game users, to maximize return users, and to minimize churn users in online games. Because minimizing churn users is…

人机交互 · 计算机科学 2019-09-25 Kyoung Ho Kim , Huy Kang Kim

What should I work on first? What can wait until later? Which projects should I prioritize and which tasks are not worth my time? These are challenging questions that many people face every day. People's intuitive strategy is to prioritize…

人工智能 · 计算机科学 2021-08-05 Jugoslav Stojcheski , Valkyrie Felso , Falk Lieder

Modern software systems are able to record vast amounts of user actions, stored for later analysis. One of the main types of such user interaction data is click data: the digital trace of the actions of a user through the graphical elements…

人机交互 · 计算机科学 2022-12-02 Marco Pegoraro , Merih Seran Uysal , Tom-Hendrik Hülsmann , Wil M. P. van der Aalst

This paper presents iNNK, a multiplayer drawing game where human players team up against an NN. The players need to successfully communicate a secret code word to each other through drawings, without being deciphered by the NN. With this…

This paper studies the game of guessing riffle-shuffled cards with complete feedback. A deck of $n$ cards labelled 1 to $n$ is riffle-shuffled once and placed on a table. A player tries to guess the cards from top and is given complete…

概率论 · 数学 2021-07-20 Pengda Liu