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arXiv research

A locally-built, LLM-digested index of recent arXiv papers in quant finance, geometry/topology, and statistical ML — keyword search served straight from SQLite on this machine.

169,181 papers · 148 categories

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12.5%25.0%37.5%50.0% · Jan 199419922001200920182026
48 results for player behavior

This study evaluates methods for clustering mobile game player behavior data.

problem Clustering time series data of player behavior in free-to-play games.
method Evaluation of various similarity measures and dimensionality reduction techniques.
result Identification and validation of temporal patterns of player behavior.

A model assesses risk decisions in project management and investor behavior.

problem Mathematical assessment of risky decisions in project management.
method A game with two players (Investor and Project Manager) uses past experience and confidence levels to evaluate risky strategies.
result The model helps project managers and investors make better decisions based on risk levels and confidence.

Paper uses Apprenticeship Learning to model player behavior in interactive narratives.

problem Understanding and simulating player behavior in interactive narratives.
method Receding Horizon IRL (RHIRL) to learn reward functions and policies.
result RHIRL can learn action sequences and generate behavior similar to specific players.

Study improves LL^{\infty} estimates and extreme value behavior in stochastic differential games.

problem Analyzing the mean-field limit of diffusive games through master equation.
method Using the Master Equation to approximate state processes and establishing LL^{\infty} estimates for the total error.
result Established NoN o \infty asymptotic behavior of upper order statistics of Nash states, initiating Extreme Value Theory for stochastic differential games.

Deep learning agents negotiate contracts with prosocial or selfish behaviors.

problem Training agents to negotiate contracts with varying behaviors.
method Multi-Agent Reinforcement Learning, modeling prosocial and selfish behaviors, training a meta agent.
result Trained agents hold their own against human players and emulate human behavior.

New game design method for better trait inference.

problem Inferring latent psychological traits from human behavior.
method Formulated as a mutual information maximization problem, solved using variational lower bound optimization.
result Designed games successfully distinguish among players with different traits, outperforming traditional methods.

MpFL models clients as strategic players to reach equilibrium with less communication.

problem Real-world clients act independently with individual objectives, not aligned with a shared global model.
method MpFL uses game-theoretic modeling and PEARL-SGD algorithm for local updates and communication.
result PEARL-SGD reaches an equilibrium with less communication than non-local updates in stochastic setup.

The \$-Game was recently introduced as an extension of the Minority Game. In this paper we compare this model with the well know Minority Game and the Majority Game models. Due to the inter-temporal nature of the market payoff, we introduce a two step transaction with single and mixed group of interacting traders. When…

2003-11-12abs ↗pdf ↗

Novel segmentation method for energy game-theoretic frameworks using graphical lasso.

problem Difficulty in computing utility functions for high-player energy game-theoretic frameworks.
method Graphical Lasso based approach to cluster features leading to energy usage behaviors.
result Characteristic clusters demonstrating different energy usage behaviors identified.

The new framework for finance is proposed. This framework based on three known approaches in econophysics. Assumptions of the framework are the following: 1. For the majority of situations market follows non-arbitrage condition. 2. For the small number of situations market influenced by the actions of big firms. 3. If …

2013-07-26abs ↗pdf ↗

Paper develops efficient algorithms for learning rationalizable equilibria in multiplayer games.

problem Learning rationalizable behavior in multiplayer games under bandit feedback.
method New algorithms for finding rationalizable Coarse Correlated Equilibria and Correlated Equilibria with polynomial sample complexity.
result Achieved polynomial sample complexity for learning rationalizable equilibria, improving over existing exponential complexity.

Predicting which players will convert to paying users in video games.

problem Retaining premium players in free-to-play games.
method Survival analysis techniques, Cox regression, random survival forest, conditional inference survival ensembles.
result Conditional inference survival ensembles method corrects bias in RSF models and predicts conversion.

We consider models of financial markets in which all parties involved find incentives to participate. Strategies are evaluated directly by their virtual wealths. By tuning the price sensitivity and market impact, a phase diagram with several attractor behaviors resembling those of real markets emerge, reflecting the ro…

2007-08-01abs ↗pdf ↗

Matching Markets meet Cumulative Prospect Theory: Towards Optimal and Adversarially Robust Learning

problem Multi-agent multi-armed bandit problem in competitive setup with two-sided matching markets under human-centric decision making model
method Using cumulative prospect theory (CPT) to emulate human preferences
result Improved regret guarantees in adversarial markets with CPT as risk-sensitive measure

Gradient-descent-ascent dynamics can exhibit various behaviors in non-convex non-concave games.

problem Gradient-descent-ascent dynamics in non-convex non-concave games can lead to recurrent behavior and spurious equilibria.
method Combines optimization theory, game theory, and dynamical systems.
result Gradient-descent-ascent dynamics can exhibit Poincaré recurrence and converge to spurious equilibria.

Deep neural networks outperform parametric models in predicting customer lifetime value in video games.

problem Predicting the economic value of individual players in free-to-play video games.
method Exploration of deep neural networks and parametric models (Pareto/NBD) for predicting customer lifetime value.
result Convolutional neural networks are the most efficient in predicting the economic value of individual players.

Despite increasing attention paid to the need for fast, scalable methods to analyze next-generation neuroscience data, comparatively little attention has been paid to the development of similar methods for behavioral analysis. Just as the volume and complexity of brain data have grown, behavioral paradigms in systems n…

2017-02-23abs ↗pdf ↗

Modeling the purposeful behavior of imperfect agents from a small number of observations is a challenging task. When restricted to the single-agent decision-theoretic setting, inverse optimal control techniques assume that observed behavior is an approximately optimal solution to an unknown decision problem. These tech…

2013-08-15abs ↗pdf ↗

This paper analyzes the multi-armed bandit model using path-integral methods.

problem Understanding the stochastic dynamics and optimal strategies in multi-armed bandit problems.
method Path-integral analysis of statistical physics.
result Emergence of multimodal regret distribution with large regrets from exploitation of sub-optimal arms.

Machine learning predicts video game purchases for better player experience.

problem Predicting in-game purchases for free-to-play video games.
method Evaluated and compared two machine learning models: Extremely Randomized Trees and Deep Neural Networks.
result Deep Neural Networks outperformed Extremely Randomized Trees in accuracy and speed for operational settings.

The paper tackles calibrating long-term behaviors with multiple styles using programmatic style-consistency.

problem Generating long-term sequential behaviors with multiple styles simultaneously.
method Leverage programmatic labeling functions to specify controllable styles and derive style-consistency as a learning objective.
result Learned policies can be calibrated for up to 1024 distinct style combinations.

A policy for near-optimal multi-player bandits with non-zero collision rewards.

problem Decentralized multi-player bandits with heterogeneous rewards and collisions.
method A policy achieving near-optimal regret in a non-communicative setting.
result Near order-optimal expected regret of O(log1+δT)O(\log^{1 + δ} T) for 0<δ<10 < δ< 1.

A multi-player bandit system resists adversarial attacks with near-optimal regret.

problem Adversaries attempt to manipulate rewards in a multi-player multi-armed bandit game.
method Players communicate a single bit to resist attacks, achieving near-optimal regret.
result Achieves near-optimal regret of O(log1+δT+W)O(\log^{1+δ}T + W), where WW is the total time of adversarial attacks.

We consider two-player non-zero-sum stopping games in discrete time. Unlike Dynkin games, in our games the payoff of each player is revealed after both players stop. Moreover, each player can adjust her own stopping strategy according to the other player's action. In the first part of the paper, we consider the game wh…

2015-08-25abs ↗pdf ↗

New algorithm reduces regret in multi-player bandits with collision information.

problem Optimizing decisions in multi-player bandits with collision penalties.
method Developed an algorithm with optimal T\sqrt{T} regret under collision announcements, and sublinear regret without collision info.
result First T\sqrt{T}-type regret guarantee for non-stochastic multi-player multi-armed bandits with collision information.

Symmetric game analysis shows Nash equilibria in three strategic states.

problem Analyzing Nash equilibria in a symmetric multi-player zero-sum game with two strategic variables.
method Using the minimax theorem by Sion to show equivalence of Nash equilibria.
result Nash equilibria are equivalent in three strategic states.