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In the emerging field of esports research, there is an increasing demand for quantitative results that can be used by players, coaches and analysts to make decisions and present meaningful commentary for spectators. We present…

人机交互 · 计算机科学 2022-02-15 Josef Spjut , Ben Boudaoud , Kamran Binaee , Zander Majercik , Morgan McGuire , Joohwan Kim

Historically, much research and development in human computer interaction has focused on atomic and generalizable tasks, where task completion time indicates productivity. However, the emergence of competitive games and esports reminds us…

人机交互 · 计算机科学 2025-07-09 Ben Boudaoud , Josef Spjut , Joohwan Kim , Arjun Madhusudan , Benjamin Watson

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

Despite billions of hours of play and copious discussion online, mouse sensitivity recommendations for first-person targeting tasks vary by a factor of 10x or more and remain an active topic of debate in both competitive and recreational…

人机交互 · 计算机科学 2022-03-24 Ben Boudaoud , Josef Spjut , Joohwan Kim

For first-person shooting game players, display refresh rate is important for a smooth experience. Multiple studies have shown that a low display refresh rate will reduce gamers' experience and performance. However, the human eye's…

人机交互 · 计算机科学 2024-06-21 Haoshen Qin , Zixian Zhu

Caching is crucial for system performance, but the delayed hit phenomenon, where requests queue during lengthy fetches after a cache miss, significantly degrades user-perceived latency in modern high-throughput systems. While prior works…

网络与互联网体系结构 · 计算机科学 2025-05-22 Bowen Jiang , Chaofan Ma

This paper compares two policies which can be used for multiplexing the traffic of a number of players of a First Person Shooter game. A network scenario in which a number of players share an access network has been simulated, in order to…

网络与互联网体系结构 · 计算机科学 2020-07-31 Jose Saldana , Julian Fernandez Navajas , Jose Ruiz Mas , Luis Sequeira , Luis Casadesus

Esports athletes often reduce visual quality to improve latency and frame rate, and increase their in-game performance. Little research has examined the effects of this visuo-spatial tradeoff on performance, but we could find no work…

图形学 · 计算机科学 2025-07-10 Arjun Madhusudan , Benjamin Watson

Gamers use a variety of different display sizes, though for PC gaming in particular, monitors in the 24 to 27 inch size range have become most popular. Particularly popular among many PC gamers, first person shooter (FPS) games represent a…

图形学 · 计算机科学 2023-05-29 Josef Spjut , Arjun Madhusudan , Benjamin Watson , Seth Schneider , Ben Boudaoud , Joohwan Kim

Large language models (LLMs) have shown remarkable performance across diverse reasoning and generation tasks, and are increasingly deployed as agents in dynamic environments such as code generation and recommendation systems. However, many…

机器学习 · 计算机科学 2025-05-27 Hao Kang , Qingru Zhang , Han Cai , Weiyuan Xu , Tushar Krishna , Yilun Du , Tsachy Weissman

First-person shooter (FPS) game tournaments take place across the globe. A growing number of people choose to watch FPS games online instead of attending the game events in person. However, live streaming might miss critical highlight…

人机交互 · 计算机科学 2022-08-17 Jiaye Li , Minghao Li , Zikai Alex Wen , Wei Cai

Esports and high performance human-computer interaction are on the forefront of applying new hardware and software technologies in practice. Despite that, there is a paucity of research on how semi-professional and professional championship…

人机交互 · 计算机科学 2023-11-10 Andrzej Białecki , Peter Xenopoulos , Paweł Dobrowolski , Robert Białecki , Jan Gajewski

Frames Per Second (FPS) significantly affects the gaming experience. Providing players with accurate FPS estimates prior to purchase benefits both players and game developers. However, we have a limited understanding of how to predict a…

人机交互 · 计算机科学 2025-02-27 Zhongyang Zhang , Jinhe Wen , Zixi Chen , Dara Arbab , Sruti Sahani , Kent Giard , Bijan Arbab , Haojian Jin , Tauhidur Rahman

Various aspects of computer game design, including adaptive elements of game levels, characteristics of 'bot' behavior, and player matching in multiplayer games, would ideally be sensitive to a player's skill level. Yet, while difficulty…

人机交互 · 计算机科学 2014-11-07 David Buckley , Ke Chen , Joshua Knowles

eSports industry has greatly progressed within the last decade in terms of audience and fund rising, broadcasting, networking and hardware. Since the number and quality of professional team has evolved too, there is a reasonable need in…

人机交互 · 计算机科学 2019-08-20 Anton Stepanov , Andrey Lange , Nikita Khromov , Alexander Korotin , Evgeny Burnaev , Andrey Somov

Esports gaming is an area in which videogame players need to cooperate and compete with each other, influencing their cognitive load, processing, stress, and social skills. Here it is unknown to which extent competitive videogame play using…

Advances in deep reinforcement learning have allowed autonomous agents to perform well on Atari games, often outperforming humans, using only raw pixels to make their decisions. However, most of these games take place in 2D environments…

人工智能 · 计算机科学 2018-01-30 Guillaume Lample , Devendra Singh Chaplot

This paper investigates the discrete-time asynchronous games in which noncooperative agents seek to minimize their individual cost functions. Building on the assumption of partial asynchronism, i.e., each agent updates at least once within…

最优化与控制 · 数学 2025-08-13 Zifan Wang , Xinlei Yi , Michael M. Zavlanos , Karl H. Johansson

Modern Cyber-physical Systems (CPS) include applications like smart traffic, smart agriculture, smart power grid, etc. Commonly, these systems are distributed and composed of end-user applications and microservices that typically run in the…

分布式、并行与集群计算 · 计算机科学 2020-11-24 Lubomír Bulej , Tomáš Bureš , Adam Filandr , Petr Hnětynka , Iveta Hnětynkova , Jan Pacovský , Gabor Sandor , Ilias Gerostathopoulos

Routing games are used to to understand the impact of individual users' decisions on network efficiency. Most prior work on routing games uses a simplified model of network flow where all flow exists simultaneously, and users care about…

计算机科学与博弈论 · 计算机科学 2015-03-17 Umang Bhaskar , Lisa Fleischer , Elliot Anshelevich
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