No Arabic abstract
This paper presents the design of a cooperative multi-player betting game, Trust-ya, as a model of some elements of status processes in human groups. The game is designed to elicit status-driven leader-follower behaviours as a means to observe and influence social hierarchy. It involves a Bach/Stravinsky game of deference in a group, in which people on each turn can either invest with another player or hope someone invests with them. Players who receive investment capital are able to gamble for payoffs from a central pool which then can be shared back with those who invested (but a portion of it may be kept, including all of it). The bigger gambles (people with more investors) get bigger payoffs. Thus, there is a natural tendency for players to coalesce as investors around a leader who gambles, but who also shares sufficiently from their winnings to keep the investors hanging on. The leader will want to keep as much as possible for themselves, however. The game is played anonymously, but a set of status symbols can be purchased which have no value in the game itself, but can serve as a cheap talk communication device with other players. This paper introduces the game, relates it to status theory in social psychology, and shows some simple simulated and human experiments that demonstrate how the game can be used to study status processes and dynamics in human groups.
Multiplayer Online Battle Arena (MOBA) games have received increasing worldwide popularity recently. In such games, players compete in teams against each other by controlling selected game avatars, each of which is designed with different strengths and weaknesses. Intuitively, putting together game avatars that complement each other (synergy) and suppress those of opponents (opposition) would result in a stronger team. In-depth understanding of synergy and opposition relationships among game avatars benefits player in making decisions in game avatar drafting and gaining better prediction of match events. However, due to intricate design and complex interactions between game avatars, thorough understanding of their relationships is not a trivial task. In this paper, we propose a latent variable model, namely Game Avatar Embedding (GAE), to learn avatars numerical representations which encode synergy and opposition relationships between pairs of avatars. The merits of our model are twofold: (1) the captured synergy and opposition relationships are sensible to experienced human players perception; (2) the learned numerical representations of game avatars allow many important downstream tasks, such as similar avatar search, match outcome prediction, and avatar pick recommender. To our best knowledge, no previous model is able to simultaneously support both features. Our quantitative and qualitative evaluations on real match data from three commercial MOBA games illustrate the benefits of our model.
Successful analysis of player skills in video games has important impacts on the process of enhancing player experience without undermining their continuous skill development. Moreover, player skill analysis becomes more intriguing in team-based video games because such form of study can help discover useful factors in effective team formation. In this paper, we consider the problem of skill decomposition in MOBA (MultiPlayer Online Battle Arena) games, with the goal to understand what player skill factors are essential for the outcome of a game match. To understand the construct of MOBA player skills, we utilize various skill-based predictive models to decompose player skills into interpretative parts, the impact of which are assessed in statistical terms. We apply this analysis approach on two widely known MOBAs, namely League of Legends (LoL) and Defense of the Ancients 2 (DOTA2). The finding is that base skills of in-game avatars, base skills of players, and players champion-specific skills are three prominent skill components influencing LoLs match outcomes, while those of DOTA2 are mainly impacted by in-game avatars base skills but not much by the other two.
Trust region methods are widely applied in single-agent reinforcement learning problems due to their monotonic performance-improvement guarantee at every iteration. Nonetheless, when applied in multi-agent settings, the guarantee of trust region methods no longer holds because an agents payoff is also affected by other agents adaptive behaviors. To tackle this problem, we conduct a game-theoretical analysis in the policy space, and propose a multi-agent trust region learning method (MATRL), which enables trust region optimization for multi-agent learning. Specifically, MATRL finds a stable improvement direction that is guided by the solution concept of Nash equilibrium at the meta-game level. We derive the monotonic improvement guarantee in multi-agent settings and empirically show the local convergence of MATRL to stable fixed points in the two-player rotational differential game. To test our method, we evaluate MATRL in both discrete and continuous multiplayer general-sum games including checker and switch grid worlds, multi-agent MuJoCo, and Atari games. Results suggest that MATRL significantly outperforms strong multi-agent reinforcement learning baselines.
Autonomous game design, generating games algorithmically, has been a longtime goal within the technical games research field. However, existing autonomous game design systems have relied in large part on human-authoring for game design knowledge, such as fitness functions in search-based methods. In this paper, we describe an experiment to attempt to learn a human-like fitness function for autonomous game design in an adversarial manner. While our experimental work did not meet our expectations, we present an analysis of our system and results that we hope will be informative to future autonomous game design research.
Networks are landmarks of many complex phenomena where interweaving interactions between different agents transform simple local rule-sets into nonlinear emergent behaviors. While some recent studies unveil associations between the network structure and the underlying dynamical process, identifying stochastic nonlinear dynamical processes continues to be an outstanding problem. Here we develop a simple data-driven framework based on operator-theoretic techniques to identify and control stochastic nonlinear dynamics taking place over large-scale networks. The proposed approach requires no prior knowledge of the network structure and identifies the underlying dynamics solely using a collection of two-step snapshots of the states. This data-driven system identification is achieved by using the Koopman operator to find a low dimensional representation of the dynamical patterns that evolve linearly. Further, we use the global linear Koopman model to solve critical control problems by applying to model predictive control (MPC)--typically, a challenging proposition when applied to large networks. We show that our proposed approach tackles this by converting the original nonlinear programming into a more tractable optimization problem that is both convex and with far fewer variables.