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We study the robust Nash equilibrium (RNE) for a class of games in communications systems and networks where the impact of users on each other is an additive function of their strategies. Each user measures this impact, which may be…

计算机科学与博弈论 · 计算机科学 2011-09-21 Saeedeh Parsaeefard , Ahmad R. Sharafat , Mihaela van der Schaar

This paper presents an in-depth statistical analysis of an experiment designed to measure the extent to which players in a simple game behave according to a popular behavioral economic model. The p-beauty contest is a multi-player number…

应用统计 · 统计学 2014-09-18 P. Richard Hahn , Indranil Goswami , Carl Mela

We study strategic interaction in data-driven games where players face uncertainty about payoff distributions inferred from finite samples. To model calibrated attitudes toward such uncertainty, we formulate distributionally robust games…

计算机科学与博弈论 · 计算机科学 2026-05-28 Bharat Gangwani , Arunesh Sinha

In games with a large number of players where players may have overlapping objectives, the analysis of stable outcomes typically depends on player types. A special case is when a large part of the player population consists of imitation…

计算机科学与博弈论 · 计算机科学 2010-06-18 Soumya Paul , R. Ramanujam

Two-player zero-sum repeated games are well understood. Computing the value of such a game is straightforward. Additionally, if the payoffs are dependent on a random state of the game known to one, both, or neither of the players, the…

信息论 · 计算机科学 2009-11-05 Paul Cuff

The Elo system for rating chess players, also used in other games and sports, was adopted by the World Chess Federation over four decades ago. Although not without controversy, it is accepted as generally reliable and provides a method for…

物理与社会 · 物理学 2011-03-31 Trevor Fenner , Mark Levene , George Loizou

A growing body of literature in networked systems research relies on game theory and mechanism design to model and address the potential lack of cooperation between self-interested users. Most game-theoretic models applied to system…

计算机科学与博弈论 · 计算机科学 2007-05-23 Nicolas Christin , Jens Grossklags , John Chuang

The game of bridge consists of two stages: bidding and playing. While playing is proved to be relatively easy for computer programs, bidding is very challenging. During the bidding stage, each player knowing only his/her own cards needs to…

人工智能 · 计算机科学 2019-03-06 Jiang Rong , Tao Qin , Bo An

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…

应用统计 · 统计学 2017-04-04 Shael Brown

In this dissertation, we analyze the computational properties of game-theoretic centrality measures. The key idea behind game-theoretic approach to network analysis is to treat nodes as players in a cooperative game, where the value of each…

计算机科学与博弈论 · 计算机科学 2015-12-08 Piotr Lech Szczepański

We study an evolutionary game of chance in which the probabilities for different outcomes (e.g., heads or tails) depend on the amount wagered on those outcomes. The game is perhaps the simplest possible probabilistic game in which…

物理与社会 · 物理学 2007-08-29 Dmitriy Cherkashin , J. Doyne Farmer , Seth Lloyd

Under certain circumstances such as lack of information or bounded rationality, human players can take decisions on which strategy to choose in a game on the basis of simple opinions. These opinions can be modified after each round by…

物理与社会 · 物理学 2015-06-05 Floriana Gargiulo , Jose J. Ramasco

Peer-To-Peer (P2P) networks are self-organizing, distributed systems, with no centralized authority or infrastructure. Because of the voluntary participation, the availability of resources in a P2P system can be highly variable and…

计算机科学与博弈论 · 计算机科学 2007-05-23 Chiranjeeb Buragohain , Divyakant Agrawal , Subhash Suri

The recent growth of sophisticated digital gaming technologies has spawned an \$8.1B industry around using these games for pedagogical purposes. Though Digital Game-Based Learning Systems have been adopted by industries ranging from…

人机交互 · 计算机科学 2018-11-05 Brian An , Inki Kim , Erfan Pakdamanian , Donald E. Brown

Poker is ideal for testing automated reasoning under uncertainty. It introduces uncertainty both by physical randomization and by incomplete information about opponents hands.Another source OF uncertainty IS the limited information…

人工智能 · 计算机科学 2013-01-30 Kevin B. Korb , Ann Nicholson , Nathalie Jitnah

While PageRank has been extensively used to rank sport tournament participants (teams or individuals), its superiority over simpler ranking methods has been never clearly demonstrated. We use sports results from 18 major leagues to…

社会与信息网络 · 计算机科学 2020-12-14 Yuhao Zhou , Ruijie Wang , Yi-Cheng Zhang , An Zeng , Matúš Medo

In this paper, we develop a recommender system for a game that suggests potential items to players based on their interactive behaviors to maximize revenue for the game provider. Our approach is built on a reinforcement learning-based…

人工智能 · 计算机科学 2021-11-18 Hung Nguyen , Minh Nguyen , Long Pham , Jennifer Adorno Nieves

Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…

人机交互 · 计算机科学 2016-03-15 Vanessa Volz , Günter Rudolph , Boris Naujoks

From sports to science, the recent availability of large-scale data has allowed to gain insights on the drivers of human innovation and success in a variety of domains. Here we quantify human performance in the popular game of chess by…

物理与社会 · 物理学 2022-07-19 Sandeep Chowdhary , Iacopo Iacopini , Federico Battiston

We consider games played on graphs with the winning conditions for the players specified as weak-parity conditions. In weak-parity conditions the winner of a play is decided by looking into the set of states appearing in the play, rather…

计算机科学中的逻辑 · 计算机科学 2008-12-18 Krishnendu Chatterjee