52,178 research outputs found

    GLHF: A Brief Overview of Gaming Cafes

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    My paper is on the history of internet and gaming cafes, focusing on how they are seen today, the problems they face and some potential solutions. Although my focus is on gaming cafes in America, because they are so popular overseas in Asian countries (such as South Korea, China, and Japan), they inevitably come up more often in my paper and presentation

    Breakdowns

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    We study a continuous-time game of strategic experimentation in which the players try to assess the failure rate of some new equipment or technology. Breakdowns occur at the jump times of a Poisson process whose unknown intensity is either high or low. In marked contrast to existing models, we find that the cooperative value function does not exhibit smooth pasting at the efficient cut-off belief. This finding extends to the boundaries between continuation and stopping regions in Markov perfect equilibria. We characterize the unique symmetric equilibrium, construct a class of asymmetric equilibria, and elucidate the impact of bad versus good Poisson news on equilibrium outcomes

    Improved Reinforcement Learning with Curriculum

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    Humans tend to learn complex abstract concepts faster if examples are presented in a structured manner. For instance, when learning how to play a board game, usually one of the first concepts learned is how the game ends, i.e. the actions that lead to a terminal state (win, lose or draw). The advantage of learning end-games first is that once the actions which lead to a terminal state are understood, it becomes possible to incrementally learn the consequences of actions that are further away from a terminal state - we call this an end-game-first curriculum. Currently the state-of-the-art machine learning player for general board games, AlphaZero by Google DeepMind, does not employ a structured training curriculum; instead learning from the entire game at all times. By employing an end-game-first training curriculum to train an AlphaZero inspired player, we empirically show that the rate of learning of an artificial player can be improved during the early stages of training when compared to a player not using a training curriculum.Comment: Draft prior to submission to IEEE Trans on Games. Changed paper slightl

    v. 55, issue 7, December 8, 2000

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    Games: Agency as Art

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    Games occupy a unique and valuable place in our lives. Game designers do not simply create worlds; they design temporary selves. Game designers set what our motivations are in the game and what our abilities will be. Thus: games are the art form of agency. By working in the artistic medium of agency, games can offer a distinctive aesthetic value. They support aesthetic experiences of deciding and doing. And the fact that we play games shows something remarkable about us. Our agency is more fluid than we might have thought. In playing a game, we take on temporary ends; we submerge ourselves temporarily in an alternate agency. Games turn out to be a vessel for communicating different modes of agency, for writing them down and storing them. Games create an archive of agencies. And playing games is how we familiarize ourselves with different modes of agency, which helps us develop our capacity to fluidly change our own style of agency

    Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games

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    In this work we explore cyberbullying and other toxic behavior in team competition online games. Using a dataset of over 10 million player reports on 1.46 million toxic players along with corresponding crowdsourced decisions, we test several hypotheses drawn from theories explaining toxic behavior. Besides providing large-scale, empirical based understanding of toxic behavior, our work can be used as a basis for building systems to detect, prevent, and counter-act toxic behavior.Comment: CHI'1

    Neural correlates of mentalizing-related computations during strategic interactions in humans

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    Competing successfully against an intelligent adversary requires the ability to mentalize an opponent's state of mind to anticipate his/her future behavior. Although much is known about what brain regions are activated during mentalizing, the question of how this function is implemented has received little attention to date. Here we formulated a computational model describing the capacity to mentalize in games. We scanned human subjects with functional MRI while they participated in a simple two-player strategy game and correlated our model against the functional MRI data. Different model components captured activity in distinct parts of the mentalizing network. While medial prefrontal cortex tracked an individual's expectations given the degree of model-predicted influence, posterior superior temporal sulcus was found to correspond to an influence update signal, capturing the difference between expected and actual influence exerted. These results suggest dissociable contributions of different parts of the mentalizing network to the computations underlying higher-order strategizing in humans
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