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Recent video+language datasets cover domains where the interaction is highly structured, such as instructional videos, or where the interaction is scripted, such as TV shows. Both of these properties can lead to spurious cues to be…

计算机视觉与模式识别 · 计算机科学 2022-11-10 Alessandro Suglia , José Lopes , Emanuele Bastianelli , Andrea Vanzo , Shubham Agarwal , Malvina Nikandrou , Lu Yu , Ioannis Konstas , Verena Rieser

In the pursuit of natural language understanding, there has been a long standing interest in tracking state changes throughout narratives. Impressive progress has been made in modeling the state of transaction-centric dialogues and…

计算与语言 · 计算机科学 2021-06-04 Ruochen Zhang , Carsten Eickhoff

Scientifically evaluating soccer players represents a challenging Machine Learning problem. Unfortunately, most existing answers have very opaque algorithm training procedures; relevant data are scarcely accessible and almost impossible to…

机器学习 · 计算机科学 2021-01-15 Paul Garnier , Théophane Gregoir

Soccer commentary plays a crucial role in enhancing the soccer game viewing experience for audiences. Previous studies in automatic soccer commentary generation typically adopt an end-to-end method to generate anonymous live text…

多媒体 · 计算机科学 2026-04-02 Zeyu Jin , Xiaoyu Qin , Songtao Zhou , Kaifeng Yun , Jia Jia

Experience Management studies AI systems that automatically adapt interactive experiences such as games to tailor to specific players and to fulfill design goals. Although it has been explored for several decades, existing work in…

人机交互 · 计算机科学 2019-07-05 Jichen Zhu , Santiago Ontañón

Esports has rapidly emerged as a global phenomenon with an ever-expanding audience via platforms, like YouTube. Due to the inherent complexity nature of the game, it is challenging for newcomers to comprehend what the event entails. The…

计算与语言 · 计算机科学 2024-06-14 Thye Shan Ng , Feiqi Cao , Soyeon Caren Han

Recent integration of Natural Language Processing (NLP) and multimodal models has advanced the field of sports analytics. This survey presents a comprehensive review of the datasets and applications driving these innovations post-2020. We…

计算与语言 · 计算机科学 2024-06-19 Haotian Xia , Zhengbang Yang , Yun Zhao , Yuqing Wang , Jingxi Li , Rhys Tracy , Zhuangdi Zhu , Yuan-fang Wang , Hanjie Chen , Weining Shen

To take the esports scene to the next level, we introduce PandaSkill, a framework for assessing player performance and skill rating. Traditional rating systems like Elo and TrueSkill often overlook individual contributions and face…

机器学习 · 计算机科学 2025-01-23 Maxime De Bois , Flora Parmentier , Raphaël Puget , Matthew Tanti , Jordan Peltier

It has been known to be difficult to generate adequate sports updates from a sequence of vast amounts of diverse live tweets, although the live sports viewing experience with tweets is gaining the popularity. In this paper, we focus on…

计算与语言 · 计算机科学 2023-10-26 Masashi Oshika , Kosuke Yamada , Ryohei Sasano , Koichi Takeda

In this paper, we present strong baselines for the task of Feedback Comment Generation for Writing Learning. Given a sentence and an error span, the task is to generate a feedback comment explaining the error. Sentences and feedback…

计算与语言 · 计算机科学 2022-12-20 Shabnam Behzad , Amir Zeldes , Nathan Schneider

One problem facing players of competitive games is negative, or toxic, behavior. League of Legends, the largest eSport game, uses a crowdsourcing platform called the Tribunal to judge whether a reported toxic player should be punished or…

社会与信息网络 · 计算机科学 2014-04-24 Jeremy Blackburn , Haewoon Kwak

In this paper, we explore a new approach for automated chess commentary generation, which aims to generate chess commentary texts in different categories (e.g., description, comparison, planning, etc.). We introduce a neural chess engine…

计算与语言 · 计算机科学 2019-09-24 Hongyu Zang , Zhiwei Yu , Xiaojun Wan

While esports organizations are increasingly adopting practices of conventional sports teams, such as dedicated analysts and data-driven decision-making, video-based game review is still the primary mode of game analysis. In conventional…

人机交互 · 计算机科学 2022-07-29 Peter Xenopoulos , Joao Rulff , Claudio Silva

While language models have become more capable of producing compelling language, we find there are still gaps in maintaining consistency, especially when describing events in a dynamically changing world. We study the setting of generating…

计算与语言 · 计算机科学 2023-01-18 Alexander Gurung , Mojtaba Komeili , Arthur Szlam , Jason Weston , Jack Urbanek

Reasoning is most powerful when an LLM accurately aggregates relevant information. We examine the critical role of information aggregation in reasoning by requiring the LLM to analyze sports narratives. To succeed at this task, an LLM must…

计算与语言 · 计算机科学 2024-10-07 Yebowen Hu , Kaiqiang Song , Sangwoo Cho , Xiaoyang Wang , Wenlin Yao , Hassan Foroosh , Dong Yu , Fei Liu

eSports is a developing multidisciplinary research area. At present, there is a lack of relevant data collected from real eSports athletes and lack of platforms which could be used for the data collection and further analysis. In this…

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

While there is rapid progress in video-LLMs with advanced reasoning capabilities, prior work shows that these models struggle on the challenging task of sports feedback generation and require expensive and difficult-to-collect finetuning…

计算机视觉与模式识别 · 计算机科学 2026-02-10 Arushi Rai , Adriana Kovashka

In-game team communication in online multiplayer games has shown the potential to foster efficient collaboration and positive social interactions. Yet players often associate communication within ad hoc teams with frustration and wariness.…

人机交互 · 计算机科学 2025-02-26 Juhoon Lee , Seoyoung Kim , Yeon Su Park , Juho Kim , Jeong-woo Jang , Joseph Seering

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…

This paper proposes a method for generating bullet comments for live-streaming games based on highlights (i.e., the exciting parts of video clips) extracted from the game content and evaluate the effect of mental health promotion. Game live…

多媒体 · 计算机科学 2021-08-19 Junjie H. Xu , Yulin Cai , Zhou Fang , Pujana Paliyawan