Opponent models are necessary in games where the game state is only partially known to the player, since the player must infer the state of the game based on the opponent’s acti...
Alan J. Lockett, Charles L. Chen, Risto Miikkulain...
In traditional computer games, it is not uncommon for the game world to be inhabited by numerous computergenerated characters, Non-Player Characters (NPCs). In pervasive games, pl...
We embark on an initial study of a new class of strategic (normal-form) games, so-called ranking games, in which the payoff to each agent solely depends on his position in a ranki...
We propose a model of routine sequence actions based on the Memory for Goals model. The model presents a novel process description for both perseveration and anticipation errors, ...
J. Gregory Trafton, Erik M. Altmann, Raj M. Ratwan...
We study computational problems that arise in the context of iterated dominance in anonymous games, and show that deciding whether a game can be solved by means of iterated weak d...