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Active Player Modelling [article]

Julian Togelius, Noor Shaker, Georgios N. Yannakakis
2013 arXiv   pre-print
Some example active player modelling scenarios are described.  ...  We hypothesise that player modelling based on active learning could result in vastly more efficient learning, but will require big changes in how data is collected.  ...  to player modelling.  ... 
arXiv:1312.2936v1 fatcat:xi5j37mp2vhc5hmuptac2q47wm

Modeling the Player

Johannes Konert, Michael Gutjahr, Stefan Göbel, Ralf Steinmetz
2014 International Journal of Games Based Learning  
For adaptation and personalization of game play sophisticated player models and learner models are used in game-based learning environments.  ...  When designing games, it is always a challenge to assess one player's profile characteristics properly in all three models (player/learner/personality).  ...  RELATED WORK Established Models for Player Modeling with Learner and Personality Modeling In related work the underlying models are briefly described that are used for modeling and tracking player behavior  ... 
doi:10.4018/ijgbl.2014040103 fatcat:53qrcgno25b27gjtjvngeubxya

Open Player Modeling: Empowering Players through Data Transparency [article]

Jichen Zhu, Magy Seif El-Nasr
2021 arXiv   pre-print
We then present a new area exploring this question, which we call Open Player Modeling, as an emerging research area.  ...  We define the design space of Open Player Models and present exciting open problems that the games research community can explore.  ...  In addition to making the player model open to the players, they allow players to modify their own models.  ... 
arXiv:2110.05810v1 fatcat:mu624pgw5rd3va5lc7vuq7zlju

MMORPG player behavior model based on player action categories

Mirko Suznjevic, Ivana Stupar, Maja Matijasevic
2011 2011 10th Annual Workshop on Network and Systems Support for Games  
In this paper we present the modeling of player behavior for Massively Multiplayer Online Role-Playing Games (MMORPGs).  ...  We have performed action specific measurements of player sessions in terms of the previously defined action categories for MMORPGs (Trading, Questing, Dungeons, Raiding, and Player versus Player Combat  ...  Such model of player behavior can be used for several purposes such as estimating player churn based on the deviation of specific player behavior from the model, modeling network links, or enhancing virtual  ... 
doi:10.1109/netgames.2011.6080982 dblp:conf/netgames/SuznjevicSM11 fatcat:4n5ckpsj4zdmzbosg3tqprvnnq

Towards Action Model Learning for Player Modeling [article]

Abhijeet Krishnan, Aaron Williams, Chris Martens
2021 arXiv   pre-print
Player modeling attempts to create a computational model which accurately approximates a player's behavior in a game.  ...  Most player modeling techniques rely on domain knowledge and are not transferable across games.  ...  learned action model is a useful player model.  ... 
arXiv:2103.05682v1 fatcat:2hxuk3vjurfu7cm27enr5wkiqm


Ion Bogdan CHEPEA, Faculty of Medical and Behavioral Sciences in Târgu-Jiu
2019 Bulletin of the Transilvania University of Braşov: Series IX Sciences of Human Kinetics  
At the moment, speed requirements for handball players have changed, evolving over time.  ...  The performance of a handball player is conditional on achieving a given move at the maximum possible speed.  ...  The waist average for the junior handball players of LPS Tg-Jiu is 1 Thus, 3 handball players within the team are under the team average, 4 handball players in the team have a body mass over the team  ... 
doi:10.31926/but.shk.2019.12.61.11 fatcat:nop67euopbbybpt3ra4jz5x6qq

Game-theoretic Modeling of Players' Ambiguities on External Factors [article]

Jian Yang
2017 arXiv   pre-print
Our starting point is players' preferences on payoff-distribution vectors, essentially mappings from states of the world to distributions of payoffs to be received by players.  ...  We propose a game-theoretic framework that incorporates both incomplete information and general ambiguity attitudes on factors external to all players.  ...  How can a model capture these features then?  ... 
arXiv:1510.06812v4 fatcat:xqsewfmnwjdwfcvkzu6yvl6ejm

Bayesian Modeling of a Human MMORPG Player [article]

Gabriel Synnaeve
2010 arXiv   pre-print
We model a particular task, which consists of choosing what to do and to select which target in a situation where allies and foes are present.  ...  We explain the model in Bayesian programming and show how we could learn the conditional probabilities from data gathered during human-played sessions.  ...  We bet that this model can learn to play as a given player he could observe and that it will yield a realistic robot, customized to the instructing player.  ... 
arXiv:1011.5480v1 fatcat:bei5s3v6oreunfayuz4s6pbal4

Player Modelling in Target-based Games

Yogeshwar Mutneja
2015 International Journal of Computer Applications  
One such technique to make games more interesting, i.e. player modeling has become popular off late. However, most of the work on player and opponent modeling involves strategy games.  ...  It was found that traditional player modeling approaches fail in this genre as real valued continuous output needs to be modelled.  ...  Player modelling concerns the capturing of characteristic features of a player in a model.  ... 
doi:10.5120/ijca2015907186 fatcat:g2mkpxnsxzbqdk72yiy35xf5dm

Evolving personas for player decision modeling

Christoffer Holmgard, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis
2014 2014 IEEE Conference on Computational Intelligence and Games  
The end goal of such procedural personas is substituting players when authoring game content manually, procedurally, or both (in a mixed-initiative setting).  ...  Finally, all agents' decision making styles are matched to the decision making styles of human players in order to investigate whether the different methods can yield agents who mimic or differ from human  ...  ACKNOWLEDGEMENTS We thank the players of the game. The research is supported by the FP7 ICT project C2Learn (project no: 318480).  ... 
doi:10.1109/cig.2014.6932911 dblp:conf/cig/HolmgardLTY14 fatcat:na6uhqeuxffehifmyeqqidfbti

Modeling player performance in rhythm games

Lingfeng Yang
2010 ACM SIGGRAPH ASIA 2010 Sketches on - SA '10  
(a) is a reference song and (b) is a performance of the song by the player.  ...  (Right) Our corresponding skill model: miss rates P (m i |n i , n i 1 ). Table layout: (row, column) ! (n i 1 , n i ).  ...  Another is to take the idea of skill modeling in general and apply it to other types of games.  ... 
doi:10.1145/1899950.1899951 dblp:conf/siggrapha/Yang10 fatcat:j3drh764o5cado6emclcrp7bcm

Perceptual Models in Voleyball Players Training

George Dina, Liliana Dina, Gabriel Popescu
2013 Procedia - Social and Behavioral Sciences  
The research consisted of a pedagogic experiment that aimed at modeling the preparation of some actions, by using the perceptual models.  ...  By means of this program, the athlete learns what to perceive, relying on the information organization under the form of perceptual models.  ...  The perception model must contain significant informational indexes that belong to the stimuli with which the player comes into contact and which influence his behaviour and the efficiency of his actions  ... 
doi:10.1016/j.sbspro.2013.10.175 fatcat:dtraxni5x5c5hfkf6yybdpyaae

Towards general models of player affect

Elizabeth Camilleri, Georgios N. Yannakakis, Antonios Liapis
2017 2017 Seventh International Conference on Affective Computing and Intelligent Interaction (ACII)  
Our initial results comparing between absolute and relative measures of the arousal annotation values indicate that we can obtain more general models of player affect if we process the model output in  ...  We use three dissimilar games whose players annotated their arousal levels on video recordings of their own playthroughs.  ...  Player experience modeling (PEM) [13] is a rather active area of study dedicated to building computational models that capture how players react to certain games, or the elements and 978-1-5386-0563-  ... 
doi:10.1109/acii.2017.8273621 dblp:conf/acii/CamilleriYL17 fatcat:a36t346csnc3vong4otduxepae

Modeling Player Experience for Content Creation

C. Pedersen, J. Togelius, G.N. Yannakakis
2010 IEEE Transactions on Computational Intelligence and AI in Games  
In this paper, we use computational intelligence techniques to built quantitative models of player experience for a platform game.  ...  The models accurately predict certain key affective states of the player based on both gameplay metrics that relate to the actions performed by the player in the game, and on parameters of the level that  ...  Additionally, we thank Ricardo Lopes for solving the mystery concerning that players reported lower challenge when ducking.  ... 
doi:10.1109/tciaig.2010.2043950 fatcat:mjhl5wpva5fstgvpexojwhk2ha

Player behavioural modelling for video games

Sander C.J. Bakkes, Pieter H.M. Spronck, Giel van Lankveld
2012 Entertainment Computing  
In this article, we provide an overview of player behavioural modelling for video games by detailing four distinct approaches, namely (1) modelling player actions, (2) modelling player tactics, (3) modelling  ...  In this context, player behavioural modelling is concerned with two goals, namely (1) providing an interesting or effective game AI on the basis of player models and (2) creating a basis for game developers  ...  Modelling player actions A straightforward way to implement player modelling is by modelling the actions that a player executes.  ... 
doi:10.1016/j.entcom.2011.12.001 fatcat:b2xkhgpazbb33mb64dnzj3oaka
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