Related papers: Player Experience Extraction from Gameplay Video
We study a pursuit-evasion game between two players with car-like dynamics and sensing limitations by formalizing it as a partially observable stochastic zero-sum game. The partial observability caused by the sensing constraints is…
The interactions between players of prisoner's dilemma (PD) game are reconstructed with evolutionary game data. All participants play the game with their counterparts and gain corresponding rewards during each round of the game. However,…
Online streaming is an emerging market that address much attention. Assessing gaming skills from videos is an important task for streaming service providers to discover talented gamers. Service providers require the information to offer…
This paper investigates the use of game theoretic representations to represent and learn how to play interactive games such as Connect Four. We combine aspects of learning by demonstration, active learning, and game theory allowing a robot…
Role-playing games (RPGs) have a considerable amount of text in video game dialogues. Quite often this text is semi-annotated by the game developers. In this paper, we extract a multilingual dataset of persuasive dialogue from several RPGs.…
This paper introduces a simulation algorithm for evaluating the log-likelihood function of a large supermodular binary-action game. Covered examples include (certain types of) peer effect, technology adoption, strategic network formation,…
We propose a machine learning framework to synthesize reactive controllers for systems whose interactions with their adversarial environment are modeled by infinite-duration, two-player games over (potentially) infinite graphs. Our…
Video is one of the robust sources of information and the consumption of online and offline videos has reached an unprecedented level in the last few years. A fundamental challenge of extracting information from videos is a viewer has to go…
In the free online game industry, churn prediction is an important research topic. Reducing the churn rate of a game significantly helps with the success of the game. Churn prediction helps a game operator identify possible churning players…
Music-to-dance translation is a brand-new and powerful feature in recent role-playing games. Players can now let their characters dance along with specified music clips and even generate fan-made dance videos. Previous works of this topic…
Emergency training and planning provide structured curricula, rule-based action items, and interdisciplinary collaborative entities to imitate and teach real-life tasks. This rule-based structure enables the curricula to be transferred into…
This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. Text-based computer games describe their world to the player through natural language and…
This pilot study explores the application of language models (LMs) to model game event sequences, treating them as a customized natural language. We investigate a popular mobile game, transforming raw event data into textual sequences and…
We consider a pursuit-evasion game [11] played between two agents, 'Blue' (the pursuer) and 'Red' (the evader), over $T$ time steps. Red aims to attack Blue's territory. Blue's objective is to intercept Red by time $T$ and thereby limit the…
Text-based adventure games provide a platform on which to explore reinforcement learning in the context of a combinatorial action space, such as natural language. We present a deep reinforcement learning architecture that represents the…
Screen recordings of mobile apps are a popular and readily available way for users to share how they interact with apps, such as in online tutorial videos, user reviews, or as attachments in bug reports. Unfortunately, both people and…
There is a high demand for high-quality Non-Player Characters (NPCs) in video games. Hand-crafting their behavior is a labor intensive and error prone engineering process with limited controls exposed to the game designers. We propose to…
This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas. Theoretically grounded in psychological decision theory,…
Procedural generation is used across game design to achieve a wide variety of ends, and has led to the creation of several game subgenres by injecting variance, surprise or unpredictability into otherwise static designs. Information games…
Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as…