[go: up one dir, main page]

skip to main content
10.1145/2159365.2159419acmotherconferencesArticle/Chapter ViewAbstractPublication PagesfdgConference Proceedingsconference-collections
research-article

An inclusive view of player modeling

Published: 29 June 2011 Publication History

Abstract

"Player modeling" is a loose concept. It can equally apply to everything from a predictive model of player actions resulting from machine learning to a designer's description of a player's expected reactions in response to some piece of game content. This lack of a precise terminology prevents practitioners from quickly finding introductions to applicable modeling methods or determining viable alternatives to their own techniques. We introduce a vocabulary that distinguishes between the major existing player modeling applications and techniques. Four facets together define the kind for a model: the scope of application, the purpose of use, the domain of modeled details, and the source of a model's derivation or motivation. This vocabulary allows the identification of relevant player modeling methods for particular problems and clarifies the roles that a player model can take.

References

[1]
Andersen, E., Liu, Y. E., Apter, E., Genesse, F. B., and Popovic, Z. Gameplay analysis through state projection. Ín Proc. of the 5th Int'l Conf. on the Foundations of Digital Games (2010), FDG '10, pp. 1--8.
[2]
Bartle, R. A. Players Who Suit MUDs. Journal of Online Environments 1, 1 (1996).
[3]
Bellman, R. E. On the Application of Dynamic Programming to the Determination of Optimal Play in Chess and Checkers. In Proc. of the National Academy of Sciences of the United States of America (February 1965), vol. 53, pp. 244--246.
[4]
Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience, 1st ed. Harper Perennial Modern Classics, July 2008.
[5]
Fullerton, T. Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games (Gama Network Series), 2 ed. Morgan Kaufmann, February 2008, p. 168.
[6]
Herbrich, R. Drivatar. http://research.microsoft.com/en-us/projects/drivatar/default.aspx
[7]
Houlette, R. Player Modeling for Adaptive Games. In AI Game Programming Wisdom 2, S. Rabin, Ed. Charles River Media, December 2003.
[8]
IBM Research. Ibmwatson. http://www-03.ibm.com/innovation/us/watson/.
[9]
IBM Research. Kasparov vs deep blue: the rematch. http://www.research.ibm.com/deepblue/.
[10]
Jennings-Teats, M., Smith, G., and Wardrip-Fruin, N. Polymorph: A Model for Dynamic Level Generation. In Proc. of the 6th Artificial Intelligence for Interactive Digital Entertainment Conf. (AIIDE 2010) (October 2010).
[11]
Laird, J. E. It knows what you're going to do: adding anticipation to a Quakebot. In Proc. of the fifth int'l conference on Autonomous agents (2001), AGENTS '01, pp. 385--392.
[12]
Reed, A. Creating Interactive Fiction with Inform 7, 1 ed. Course Technology PTR, August 2010, p. 387.
[13]
Reeder, J., Sukthankar, G., Georgiopoulos, M., and Anagnostopoulos, G. Intelligent trading agents for massively multi-player game economies. In Proc. of the 4th Artificial Intelligence for Interactive Digital Entertainment Conf. (AIIDE '08) (Oct. 2008).
[14]
Smith, A. M., Lewis, C., Hullett, K., Smith, G., and Sullivan, A. An Inclusive Taxonomy of Player Modeling. Tech. Rep. UCSC-SOE-11-13, University of California, Santa Cruz.
[15]
Smith, A. M., Nelson, M. J., and Mateas, M. Ludocore: A Logical Game Engine for Modeling Videogames. In Proc. of IEEE Conf. on Computational Intelligence and Games (CIG 2010) (August 2010).
[16]
Smith, G., Whitehead, J., Mateas, M., Treanor, M., March, J., and Cha, M. Launchpad: A Rhythm-Based Level Generator for 2D Platformers. IEEE Transactions on Computational Intelligence and AI in Games 3, 1 (March 2011).
[17]
Sullivan, A., Chen, S., and Mateas, M. From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience. Proc. of the AAAI 2009 Spring Symposium (2009).
[18]
Tan, C. T., and Cheng, H.-l. IMPLANT: An Integrated MDP and POMDP Learning AgeNT for Adaptive Games. In Proc. of the 5th Artificial Intelligence for Interactive Digital Entertainment Conf. (AIIDE '09) (October 2009).
[19]
Thompson, C. Halo 3: How Microsoft Labs Invented a New Science of Play. August 2007.
[20]
Thue, D., Bulitko, V., and Spetch, M. Player Modeling for Interactive Storytelling: A Practical Approach. In AI Game Programming Wisdom 4. Charles River Media, February 2008, pp. 633--646.
[21]
Thurau, C., and Bauckhage, C. Analyzing the Evolution of Social Groups in World of Warcraft. In Proc. of IEEE Conf. on Computational Intelligence and Games (CIG 2010) (August 2010), pp. 170--177.
[22]
Togelius, J., Karakovskiy, S., Koutnik, J., and Schmidhuber, J. Super Mario Evolution. In Proc. of the IEEE Symposium on Computational Intelligence and Games (CIG) (September 2009), pp. 156--161.
[23]
Togelius, J., Nardi, R. D., and Lucas, S. M. Making racing fun through player modeling and track evolution. In Proc. of the SAB'06 Workshop on Adaptive Approaches for Optimizing Player Satisfaction in Computer and Physical Games (2006).

Cited By

View all
  • (2023)Impact of BCI-Informed Visual Effect Adaptation in a Walking SimulatorProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3582448(1-8)Online publication date: 12-Apr-2023
  • (2023)Dungeons & Replicants II: Automated Game Balancing Across Multiple Difficulty Dimensions via Deep Player Behavior ModelingIEEE Transactions on Games10.1109/TG.2022.316772815:2(217-227)Online publication date: Jun-2023
  • (2023)A Learning-Embedded Attributed Petri Net to Optimize Student Learning in a Serious GameIEEE Transactions on Computational Social Systems10.1109/TCSS.2021.313235510:3(869-877)Online publication date: Jun-2023
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
FDG '11: Proceedings of the 6th International Conference on Foundations of Digital Games
June 2011
356 pages
ISBN:9781450308045
DOI:10.1145/2159365

Sponsors

  • SASDG: Society for the Advancement of the Science of Digital Games

In-Cooperation

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 29 June 2011

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. game design
  2. games
  3. player modeling
  4. taxonomy

Qualifiers

  • Research-article

Conference

FDG'11
Sponsor:
  • SASDG
FDG'11: Foundations of Digital Games
June 29 - July 1, 2011
Bordeaux, France

Acceptance Rates

FDG '11 Paper Acceptance Rate 31 of 107 submissions, 29%;
Overall Acceptance Rate 152 of 415 submissions, 37%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)40
  • Downloads (Last 6 weeks)3
Reflects downloads up to 07 Sep 2024

Other Metrics

Citations

Cited By

View all
  • (2023)Impact of BCI-Informed Visual Effect Adaptation in a Walking SimulatorProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3582448(1-8)Online publication date: 12-Apr-2023
  • (2023)Dungeons & Replicants II: Automated Game Balancing Across Multiple Difficulty Dimensions via Deep Player Behavior ModelingIEEE Transactions on Games10.1109/TG.2022.316772815:2(217-227)Online publication date: Jun-2023
  • (2023)A Learning-Embedded Attributed Petri Net to Optimize Student Learning in a Serious GameIEEE Transactions on Computational Social Systems10.1109/TCSS.2021.313235510:3(869-877)Online publication date: Jun-2023
  • (2023)Evolutionary Machine Learning and GamesHandbook of Evolutionary Machine Learning10.1007/978-981-99-3814-8_25(715-737)Online publication date: 2-Nov-2023
  • (2022)Identifying Latent Semantics in Action Games for Player ModelingResearch Anthology on Game Design, Development, Usage, and Social Impact10.4018/978-1-6684-7589-8.ch018(341-364)Online publication date: 7-Oct-2022
  • (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)AstraVerse: Establishing a Culturally Sensitive Framework for Integrating Elements from Mythological BackgroundsEntertainment Computing – ICEC 202210.1007/978-3-031-20212-4_1(3-17)Online publication date: 24-Oct-2022
  • (2021)Interpretable Utility-based Models Applied to the FightingICE Platform2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9619121(1-8)Online publication date: 17-Aug-2021
  • (2021)A Quantified Analysis of Bad News for Story Sifting InterfacesInteractive Storytelling10.1007/978-3-030-92300-6_13(142-156)Online publication date: 4-Dec-2021
  • (2020)Data-Driven Game Development: Ethical ConsiderationsProceedings of the 15th International Conference on the Foundations of Digital Games10.1145/3402942.3402964(1-10)Online publication date: 15-Sep-2020
  • Show More Cited By

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media