We analyze collaborative play in an online video game, World of Warcraft, the most popular personal computer game in the United States, with significant markets in Asia and Europe...
Many commercial computer games allow a team of players to match their skills against another team, controlled by humans or by the computer. Most players prefer human opponents, sin...
We develop an algorithm for opponent modeling in large extensive-form games of imperfect information. It works by observing the opponent’s action frequencies and building an opp...
In the course of the recent complexification and sophistication of commercial computer games, the creation of competitive artificial players that are able to behave intelligentl...
Steffen Priesterjahn, Alexander Weimer, Markus Ebe...
The unprecedented growth in numbers of children playing computer games has stimulated discussion and research regarding what, if any, educational value these games have for teachi...
Mike Carbonaro, Maria Cutumisu, Harvey Duff, Steph...