Pay to (Not) Play: Monetizing Impatience in Mobile Games

Authors: Taylor Lundy, Narun Raman, Hu Fu, Kevin Leyton-Brown

AAAI 2024 | Conference PDF | Archive PDF | Plain Text | LLM Run Details

Reproducibility Variable Result LLM Response
Research Type Experimental We illustrate these theoretical results in several examples and show that they also hold empirically in the more complicated fully-sensitive setting. We then test the simple pricing scheme with simulations, showing that in a variety of different settings, this scheme is competitive with other, natural pricing schemes.
Researcher Affiliation Academia 1 University of British Columbia 2 Shanghai University of Finance and Economics, Key Laboratory of Interdisciplinary Research of Computation and Economics
Pseudocode No The paper does not contain any structured pseudocode or algorithm blocks.
Open Source Code No The paper does not explicitly state that source code for its methodology is available or provide a link to a code repository. It links to an extended version of the paper on arXiv, but this is not a code repository.
Open Datasets No The paper conducts simulations based on theoretical distributions of player types ('populations of players') rather than using an external, publicly available dataset with concrete access information or formal citations.
Dataset Splits No The paper simulates player populations and does not describe specific training, validation, or testing dataset splits in the conventional sense for empirical data.
Hardware Specification No The paper does not provide specific details about the hardware used to run its simulations or experiments.
Software Dependencies No The paper does not provide specific software dependencies with version numbers needed to replicate the experiments.
Experiment Setup Yes Full details of the parameters used in the simulations and the formal descriptions of these new ingredients can be found in Appendix G in the extended version.