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.
翻译:本文侧重于建立个人化的玩家模式,仅从适应性游戏中的玩家行为中建立个性化玩家模式。我们介绍了两个主要贡献:第一,对以多武装强盗(MABs)为模型的玩家采取新颖方法。这一方法同时以有原则的方式处理收集数据以模拟当前玩家感兴趣的特点的问题和根据这一模式调整互动经验的问题。第二,我们介绍了一种在用户研究中生成数据之前评价和微调这些算法的方法。这是一个重要问题,因为用户研究是一个昂贵的劳动密集型过程;因此,事先评估算法的能力可以节省大量资源。我们评估了我们在模拟玩家社会比较方向(SCO)方面的做法,并介绍了模拟和真实玩家的经验结果。