Related papers: Towards Action Model Learning for Player Modeling
We argue for the use of active learning methods for player modelling. In active learning, the learning algorithm chooses where to sample the search space so as to optimise learning progress. We hypothesise that player modelling based on…
Player modeling is an important concept that has gained much attention in game research due to its utility in developing adaptive techniques to target better designs for engagement and retention. Previous work has explored modeling…
AI is gradually receiving more attention as a fundamental feature to increase the immersion in digital games. Among the several AI approaches, player modeling is becoming an important one. The main idea is to understand and model the player…
Designing human-centered AI-driven applications require deep understandings of how people develop mental models of AI. Currently, we have little knowledge of this process and limited tools to study it. This paper presents the position that…
Model-free reinforcement learning (RL) can be used to learn effective policies for complex tasks, such as Atari games, even from image observations. However, this typically requires very large amounts of interaction -- substantially more,…
Is it possible to predict the affect of a user just by observing her behavioral interaction through a video? How can we, for instance, predict a user's arousal in games by merely looking at the screen during play? In this paper we address…
Game semantics is a powerful method of semantic analysis for programming languages. It gives mathematically accurate models ("fully abstract") for a wide variety of programming languages. Game semantic models are combinatorial…
Developing a thorough understanding of the target audience (and/or single individuals) is a key factor for success - which is exceptionally important and powerful for the domain of video games that can not only benefit from informed…
In this article, we present a new machine learning model by imitation based on the linguistic description of complex phenomena. The idea consists of, first, capturing the behaviour of human players by creating a computational perception…
Player Experience Modelling (PEM) is the study of AI techniques applied to modelling a player's experience within a video game. PEM development can be labour-intensive, requiring expert hand-authoring or specialized data collection. In this…
Understanding player behavior is fundamental in game data science. Video games evolve as players interact with the game, so being able to foresee player experience would help to ensure a successful game development. In particular, game…
This paper studies the problem of action model learning with full observability. Following the learning by search paradigm by Mitchell, we develop a theory for action model learning based on version spaces that interprets the task as search…
Game recommendation is an important application of recommender systems. Recommendations are made possible by data sets of historical player and game interactions, and sometimes the data sets include features that describe games or players.…
Humans rapidly learn abstract knowledge when encountering novel environments and flexibly deploy this knowledge to guide efficient and intelligent action. Can modern AI systems learn and plan in a similar way? We study this question using a…
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game…
Modeling players' behaviors in games has gained increased momentum in the past few years. This area of research has wide applications, including modeling learners and understanding player strategies, to mention a few. In this paper, we…
This paper introduces a novel self-learning framework that automates the label acquisition process for improving models for detecting players in broadcast footage of sports games. Unlike most previous self-learning approaches for improving…
This paper investigates the effect of learning a forward model on the performance of a statistical forward planning agent. We transform Conway's Game of Life simulation into a single-player game where the objective can be either to preserve…
In the field of Automated Planning and Scheduling (APS), intelligent agents by virtue require an action model (blueprints of actions whose interleaved executions effectuates transitions of the system state) in order to plan and solve real…
This project proposes a methodology for the automatic generation of action models from video game dynamics descriptions, as well as its integration with a planning agent for the execution and monitoring of the plans. Planners use these…