Research Post
It is common in multiagent systems to make a distinction between "strategic" behavior and other forms of intentional but "nonstrategic" behavior: typically, that strategic agents model other agents while nonstrategic agents do not. However, a crisp boundary between these concepts has proven elusive. This problem is pervasive throughout the game theoretic literature on bounded rationality and particularly critical in parts of the behavioral game theory literature that make an explicit distinction between the behavior of "nonstrategic" level-0 agents and "strategic" higher-level agents (e.g., the level-k and cognitive hierarchy models). Overall, work discussing bounded rationality rarely gives clear guidance on how the rationality of nonstrategic agents must be bounded, instead typically just singling out specific decision rules and informally asserting them to be nonstrategic (e.g., truthfully revealing private information; randomizing uniformly). In this work, we propose a new, formal characterization of nonstrategic behavior. Our main contribution is to show that it satisfies two properties: (1) it is general enough to capture all purportedly "nonstrategic" decision rules of which we are aware in the behavioral game theory literature; (2) behavior that obeys our characterization is distinct from strategic behavior in a precise sense.
Oct 1st 2020
Research Post
Human designers may find it difficult to anticipate the impact of small changes to some games, particularly in puzzle games. However, it is not difficult for computers to simulate all mechanical impacts of such small changes. This suggests that computers might be able to aid humans designers as they build and analyze game levels.
Oct 1st 2020
Research Post
This paper proposes the use of images as the input for a PCGML process to generate game levels. Intuitively, a user can submit an image, with the system returning the closest valid Super Mario Bros. game level.
Oct 1st 2020
Research Post
In this paper we present Bardo Composer, a system to generate background music for tabletop role-playing games. Bardo Composer uses a speech recognition system to translate player speech into text, which is classified according to a model of emotion.
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