Thus the submissions can be loosely categorised. Firstly, those that mark ground on that long road toward understanding players, secondly those that provide some in-game adaptivity. Neither area is less important - and even though I haven't time to describe the papers here in detail, I'd like to commend all the authors for their work. I'd also like to thank all the delegates for their insights, and especially thank the organisers Georgios Y. and John H.
Below I've categorised the papers, and even previewed a couple of them!
- Understanding players
Utilisation of Evolutionary Algorithms to Increase Excitement of the COMMONS Game
Norio Baba, Hisahi Handa
Using Hierarchical Machine Learning to Improve Player Satisfaction in a Soccer Videogame
Brian Collins, Michael Rovatsos
Using Decision Theory for Player Analysis in Pacman
Ben Cowley, Darryl Charles, Michaela Black and Ray Hickey
Making Racing Fun Through Player Modelling and Track Evolution
Julian Togelius, Renzo De Nardi and Simon Lucas
This paper showed how to design racing game experiences around the player, so that the tracks themselves would adapt based on player modelling.
Their idea was clever - train car driving agents on models of the humans performance, so that tracks could be evolved (using the agent) that would match how the player naturally drives. Execution proved a little trickier, as modelling human driving behaviour suffers from the death barrier - if the player crashes, how can the agent learn what the player would rather have done (assuming they didn't want to crash)?
The solution was to model player performance, which is an elegant workaround although it leaves out some detail. Tracks could then be evolved against agents that wouldn't necessarily drive like a human, but would perform like a human. They were evaluated on fitness functions based on heuristics of what the authors thought made driving games fun, which can be found in their paper. - Adaptivity in games
Smarter Teammates - Applying Hidden Markov Models in Sports Games
Christian Thurau and Christian Bauckhage
This paper interested me very much as I felt it could be technically relevant, and I know nothing about the methodology :) Simply put, they used statistical ML to recognise basic player behaviour in a real-time multiplayer football game translated into a canonical reference frame. Defining a set of five behaviour classifiers, they managed to get statistically reliable results in three out of five behaviours. This seemed a promising start, and we hope to see more along this line.
Adaptive Generation of Dilemma-based Interactive Narratives
Heather Barber and Daniel Kudenko
Where Am I? - On Providing Gamebots with a Sense of Location Using Spectral Clustering of Waypoints
Christian Bauckhage, Martin Roth and Verena V Hafner
Arrivederci!
1 comments:
Sounds like a good workshop - I'm sorry I couldn't go.
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