Related papers: Towards Action Model Learning for Player Modeling
Protecting against adversarial attacks is a common multiagent problem. Attackers in the real world are predominantly human actors, and the protection methods often incorporate opponent models to improve the performance when facing humans.…
Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be…
Large Language Models (LLMs) have demonstrated superior performance in language understanding benchmarks. CALM, a popular approach, leverages linguistic priors of LLMs -- GPT-2 -- for action candidate recommendations to improve the…
Difficulty is one of the key drivers of player engagement and it is often one of the aspects that designers tweak most to optimise the player experience; operationalising it is, therefore, a crucial task for game development studios. A…
The increasing complexity of gameplay mechanisms in modern video games is leading to the emergence of a wider range of ways to play games. The variety of possible play-styles needs to be anticipated by designers, through automated tests.…
This paper introduces our gamification of a part of our software design curriculum. Based on typical design principles a motivating learning game is developed to train students in software design. We use Bloom's taxonomy to determine…
In repeated interactions between individuals, we do not expect that exactly the same situation will occur from one time to another. Contrary to what is common in models of repeated games in the literature, most real situations may differ a…
Game designers use human playtesting to gather feedback about game design elements when iteratively improving a game. Playtesting, however, is expensive: human testers must be recruited, playtest results must be aggregated and interpreted,…
Opponent modeling is necessary in multi-agent settings where secondary agents with competing goals also adapt their strategies, yet it remains challenging because strategies interact with each other and change. Most previous work focuses on…
The learning process of a reinforcement learning (RL) agent remains poorly understood beyond the mathematical formulation of its learning algorithm. To address this gap, we introduce attention-oriented metrics (ATOMs) to investigate the…
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, ``giving the feeling of being controlled by a player'', and outline the problem of its…
World models are self-supervised predictive models of how the world evolves. Humans learn world models by curiously exploring their environment, in the process acquiring compact abstractions of high bandwidth sensory inputs, the ability to…
We consider the problem of predicting human players' actions in repeated strategic interactions. Our goal is to predict the dynamic step-by-step behavior of individual players in previously unseen games. We study the ability of neural…
In reinforcement learning (RL), the term self-play describes a kind of multi-agent learning (MAL) that deploys an algorithm against copies of itself to test compatibility in various stochastic environments. As is typical in MAL, the…
This paper examines learning approaches for forward models based on local cell transition functions. We provide a formal definition of local forward models for which we propose two basic learning approaches. Our analysis is based on the…
Neural video game simulators emerged as powerful tools to generate and edit videos. Their idea is to represent games as the evolution of an environment's state driven by the actions of its agents. While such a paradigm enables users to play…
Capturing and simulating intelligent adaptive behaviours within spatially explicit individual-based models remains an ongoing challenge for researchers. While an ever-increasing abundance of real-world behavioural data are collected, few…
Strategic reasoning enables agents to cooperate, communicate, and compete with other agents in diverse situations. Existing approaches to solving strategic games rely on extensive training, yielding strategies that do not generalize to new…
Latent action models (LAMs) aim to learn action-relevant changes from unlabeled videos by compressing changes between frames as latents. However, differences between video frames can be caused by controllable changes as well as exogenous…
Adaptive game systems aim to enrich player experiences by dynamically adjusting game content in response to user data. While extensive research has addressed content personalization and player experience modeling, the integration of these…