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Real-time graphics is commonly thought of as anything exceeding about 30 fps, where the interactivity of the application becomes fluid enough for high rates of interaction. Inspired by esports and competitive gaming, where players regularly…

图形学 · 计算机科学 2022-09-01 Josef Spjut , Arjun Madhusudan , Benjamin Watson , Ben Boudaoud , Joohwan Kim

As digital games continue to be explored as solutions to educational and behavioural challenges, the need for evaluation methodologies which support both the unique nature of the format and the need for comparison with other approaches…

人工智能 · 计算机科学 2014-02-21 Ian Dunwell , Panagiotis Petridis , Petros Lameras , Maurice Hendrix , Stella Doukianou , Mark Gaved

Balancing is, especially among players, a highly debated topic of video games. Whether a game is sufficiently balanced greatly influences its reception, player satisfaction, churn rates and success. Yet, conceptions about the definition of…

人机交互 · 计算机科学 2023-08-16 Johannes Pfau , Magy Seif El-Nasr

Multi-Object Tracking over humans has improved rapidly with the development of object detection and re-identification. However, multi-actor tracking over humans with similar appearance and nonlinear movement can still be very challenging…

计算机视觉与模式识别 · 计算机科学 2022-09-28 Hsiang-Wei Huang , Cheng-Yen Yang , Jenq-Neng Hwang , Pyong-Kun Kim , Kwangju Kim , Kyoungoh Lee

Multiplayer Online Battle Arena (MOBA) is one of the most successful game genres. MOBA games such as League of Legends have competitive environments where players race for their rank. In most MOBA games, a player's rank is determined by the…

机器学习 · 计算机科学 2022-07-22 Junho Jang , Ji Young Woo , Huy Kang Kim

Online competitive games have become increasingly popular. To ensure an exciting and competitive environment, these games routinely attempt to match players with similar skill levels. Matching players is often accomplished through a rating…

信息检索 · 计算机科学 2020-08-18 Arman Dehpanah , Muheeb Faizan Ghori , Jonathan Gemmell , Bamshad Mobasher

Can we predict how well a team of individuals will perform together? How should individuals be rewarded for their contributions to the team performance? Cooperative game theory gives us a powerful set of tools for answering these questions:…

机器学习 · 计算机科学 2020-06-18 Tom Yan , Christian Kroer , Alexander Peysakhovich

Game theory on graphs is a basic tool in computer science. In this paper, we propose a new game-theoretic framework for studying the privacy protection of a user who interactively uses a software service. Our framework is based on the idea…

计算机科学与博弈论 · 计算机科学 2023-07-04 Rindo Nakanishi , Yoshiaki Takata , Hiroyuki Seki

Team sports represent complex phenomena characterized by both spatial and temporal dimensions, making their analysis inherently challenging. In this study, we examine team sports as complex systems, specifically focusing on the tactical…

Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining…

人工智能 · 计算机科学 2021-06-11 Nicolas Perez Nieves , Yaodong Yang , Oliver Slumbers , David Henry Mguni , Ying Wen , Jun Wang

Energy game-theoretic frameworks have emerged to be a successful strategy to encourage energy efficient behavior in large scale by leveraging human-in-the-loop strategy. A number of such frameworks have been introduced over the years which…

We develop a flexible stochastic approximation framework for analyzing the long-run behavior of learning in games (both continuous and finite). The proposed analysis template incorporates a wide array of popular learning algorithms,…

计算机科学与博弈论 · 计算机科学 2023-07-04 Panayotis Mertikopoulos , Ya-Ping Hsieh , Volkan Cevher

Despite increasing attention paid to the need for fast, scalable methods to analyze next-generation neuroscience data, comparatively little attention has been paid to the development of similar methods for behavioral analysis. Just as the…

神经元与认知 · 定量生物学 2017-11-02 Shariq Iqbal , John Pearson

A hockey player's plus-minus measures the difference between goals scored by and against that player's team while the player was on the ice. This measures only a marginal effect, failing to account for the influence of the others he is…

应用统计 · 统计学 2016-01-27 Robert B. Gramacy , Matt Taddy , Sen Tian

In collaborative goal-oriented settings, the participants are not only interested in achieving a successful outcome, but do also implicitly negotiate the effort they put into the interaction (by adapting to each other). In this work, we…

计算与语言 · 计算机科学 2024-03-27 Philipp Sadler , Sherzod Hakimov , David Schlangen

We often try to predict others' actions by obtaining supporting information that shows a preference index of surrounding people. In order to reproduce these situations, we propose a game named "One-sided Preference Game with Reference…

计算机科学与博弈论 · 计算机科学 2019-06-05 Riho Kawaguchi , Daichi Yanagisawa , Katsuhiro Nishinari

Soccer is one of the most popular sport worldwide, with live broadcasts frequently available for major matches. However, extracting detailed, frame-by-frame information on player actions from these videos remains a challenge. Utilizing…

计算机视觉与模式识别 · 计算机科学 2024-07-12 Shikun Xu , Yandong Zhu , Gen Li , Changhu Wang

This project aims to assess the performance of various regression models in predicting the performance of hockey players. The measure of performance is chosen to be points scored (sum of goals scored and assists made) by individual players…

计算机与社会 · 计算机科学 2018-11-08 Shuja Khalid

Training of elite athletes requires regular physiological and medical monitoring to plan the schedule, intensity and volume of training, and subsequent recovery. In sports medicine, ECG-based analyses are well established. However, they…

应用统计 · 统计学 2018-09-27 Marcel Młyńczak , Hubert Krysztofiak

Proper training and analytics in eSports require accurately collected and annotated data. Most eSports research focuses exclusively on in-game data analysis, and there is a lack of prior work involving eSports athletes' psychophysiological…

人机交互 · 计算机科学 2021-08-24 Anton Smerdov , Bo Zhou , Paul Lukowicz , Andrey Somov