相关论文: Behavioral Player Rating in Competitive Online Sho…
Competitive online games use rating systems to match players with similar skills to ensure a satisfying experience for players. In this paper, we focus on the importance of addressing different aspects of playing behavior when modeling…
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…
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…
Online competitive games have become a mainstream entertainment platform. To create a fair and exciting experience, these games use rating systems to match players with similar skills. While there has been an increasing amount of research…
To which degree can abstract gameplay metrics capture the player experience in a general fashion within a game genre? In this comprehensive study we address this question across three different videogame genres: racing, shooter, and…
AI-controlled characters in fighting games are expected to possess reasonably high skills and behave in a believable, human-like manner, exhibiting a diversity of play styles and strategies. Thus, the development of fighting game AI…
Teammate performance evaluation fundamentally shapes intervention design in video games. However, our current understanding stems primarily from competitive E-Sports contexts where individual performance directly impacts outcomes. This…
We propose a player rating mechanism for Counter-Strike: Global Offensive (CS ), a popular e-sport, by analyzing players' Plus/Minus values. The Plus/Minus value represents the average point difference between a player's team and the…
Competition is a primary driver of player satisfaction and engagement in multiplayer online games. Traditional matchmaking systems aim at creating matches involving teams of similar aggregated individual skill levels, such as Elo score or…
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,…
We study the relationship between performance and practice by analyzing the activity of many players of a casual online game. We find significant heterogeneity in the improvement of player performance, given by score, and address this by…
Many high-stakes decision-making problems, such as those found within cybersecurity and economics, can be modeled as competitive resource allocation games. In these games, multiple players must allocate limited resources to overcome their…
Modeling the strategic behavior of agents in a real-world multi-agent system using existing state-of-the-art computational game-theoretic tools can be a daunting task, especially when only the actions taken by the agents can be observed.…
Retaining players over an extended period of time is a long-standing challenge in game industry. Significant effort has been paid to understanding what motivates players enjoy games. While individuals may have varying reasons to play or…
Rating systems play an important role in competitive sports and games. They provide a measure of player skill, which incentivizes competitive performances and enables balanced match-ups. In this paper, we present a novel Bayesian rating…
Player ranking can be used to determine the quality of the contributions of a player to a collaborative community. However, collaborative games with no explicit objectives do not support player ranking, as there is no metric to measure the…
We explore a new way to evaluate generative models using insights from evaluation of competitive games between human players. We show experimentally that tournaments between generators and discriminators provide an effective way to evaluate…
In the sports of soccer, hockey and basketball the most commonly used statistics for player performance assessment are divided into two categories: offensive statistics and defensive statistics. However, qualitative assessments of…
Is it possible to predict the affect of a user just by observing her behavioral interaction through a video? How can we, for instance, predict a user's arousal in games by merely looking at the screen during play? In this paper we address…
Affective interaction between players of video games can elicit rich and varying patterns of emotions. In multiplayer activities that take place in a common space (such as sports and board games), players are generally aware of the emotions…