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Player Modeling via Multi-Armed Bandits

Published: 17 September 2020 Publication History

Abstract

This paper focuses on building personalized player models solely from player behavior in the context of adaptive games. We present two main contributions: The first is a novel approach to player modeling based on multi-armed bandits (MABs). This approach addresses, at the same time and in a principled way, both the problem of collecting data to model the characteristics of interest for the current player and the problem of adapting the interactive experience based on this model. Second, we present an approach to evaluating and fine-tuning these algorithms prior to generating data in a user study. This is an important problem, because conducting user studies is an expensive and labor-intensive process; therefore, an ability to evaluate the algorithms beforehand can save a significant amount of resources. We evaluate our approach in the context of modeling players’ social comparison orientation (SCO) and present empirical results from both simulations and real players.

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Cited By

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  • (2023)Selection of and Response to Physical Activity–Based Social Comparisons in a Digital Environment: Series of Daily Assessment StudiesJMIR Human Factors10.2196/4123910(e41239)Online publication date: 27-Feb-2023
  • (2023)Leveraging Game Design Activities for Middle Grades AI Education in Rural CommunitiesProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3587193(1-4)Online publication date: 12-Apr-2023
  • (2023)Integrating Players’ Perspectives in AI-Based Games: Case Studies of Player-AI Interaction DesignProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3582451(1-9)Online publication date: 12-Apr-2023
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cover image ACM Other conferences
FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital Games
September 2020
804 pages
ISBN:9781450388078
DOI:10.1145/3402942
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Association for Computing Machinery

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Publication History

Published: 17 September 2020

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Author Tags

  1. Experience Management
  2. Multi-armed Bandits
  3. Player Modeling
  4. Social Comparison

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FDG '20

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Overall Acceptance Rate 152 of 415 submissions, 37%

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Cited By

View all
  • (2023)Selection of and Response to Physical Activity–Based Social Comparisons in a Digital Environment: Series of Daily Assessment StudiesJMIR Human Factors10.2196/4123910(e41239)Online publication date: 27-Feb-2023
  • (2023)Leveraging Game Design Activities for Middle Grades AI Education in Rural CommunitiesProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3587193(1-4)Online publication date: 12-Apr-2023
  • (2023)Integrating Players’ Perspectives in AI-Based Games: Case Studies of Player-AI Interaction DesignProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3582451(1-9)Online publication date: 12-Apr-2023
  • (2023)Improving Fairness in Adaptive Social Exergames via Shapley BanditsProceedings of the 28th International Conference on Intelligent User Interfaces10.1145/3581641.3584050(322-336)Online publication date: 27-Mar-2023
  • (2023)Beyond UCT: MAB Exploration Improvements for Monte Carlo Tree Search2023 IEEE Conference on Games (CoG)10.1109/CoG57401.2023.10333233(1-8)Online publication date: 21-Aug-2023
  • (2022)Modeling Player Knowledge in a Parallel Programming Educational GameIEEE Transactions on Games10.1109/TG.2020.303750514:1(64-75)Online publication date: Mar-2022
  • (2022)Adaptive virtual reality horror games based on Machine learning and player modelingEntertainment Computing10.1016/j.entcom.2022.10051543(100515)Online publication date: Aug-2022
  • (2021)Personalization Paradox in Behavior Change AppsProceedings of the ACM on Human-Computer Interaction10.1145/34491905:CSCW1(1-21)Online publication date: 22-Apr-2021
  • (2021)The Personalization Paradox: the Conflict between Accurate User Models and Personalized Adaptive SystemsCompanion Proceedings of the 26th International Conference on Intelligent User Interfaces10.1145/3397482.3450734(64-66)Online publication date: 14-Apr-2021
  • (2021)Contextual Combinatorial Bandits in Real-Time Strategy Games2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9619063(1-9)Online publication date: 17-Aug-2021
  • Show More Cited By

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