Genre
Exploring the Use of Role Model Avatars in Educational Games
Kao, Dominic (Massachusetts Institute of Technology) | Harrell, D. Fox (Massachusetts Institute of Technology)
Research has indicated that role models have the potential to boost academic performance. In this paper, we describe an experiment exploring role models as game avatars in an educational game. Of particular interest are the effects of these avatars on players' performance and engagement. Participants were randomly assigned to a condition: a) user selected role model avatar, or b) user selected shape avatar. Results suggest that role models are heavily preferred. African American participants had higher game affect in the role model condition. South Asian participants had higher self-reported engagement in the role model condition. Participants that completed <= 1 levels had higher performance in the role model condition. General trends suggest that the role model's gender and racial closeness with the player, could play a role in player performance and self-reported engagement as consistent with the social science literature.
Towards Generic Models of Player Experience
Shaker, Noor (IT University of Copenhagen) | Shaker, Mohammad (Joseph Fourier University) | Abou-Zleikha, Mohamed (Aalborg University)
Context personalisation is a flourishing area of research with many applications. Context personalisation systems usually employ a user model to predict the appeal of the context to a particular user given a history of interactions. Most of the models used are context-dependent and their applicability is usually limited to the system and the data used for model construction. Establishing models of user experience that are highly scalable while maintaing the performance constitutes an important research direction. In this paper, we propose generic models of user experience in the computer games domain. We employ two datasets collected from players interactions with two games from different genres where accurate models of players experience were previously built. We take the approach one step further by investigating the modelling mechanism ability to generalise over the two datasets. We further examine whether generic features of player behaviour can be defined and used to boost the modelling performance. The accuracies obtained in both experiments indicate a promise for the proposed approach and suggest that game-independent player experience models can be built.
Capturing the Essence: Towards the Automated Generation of Transparent Behavior Models
Schwab, Patrick (University of Vienna) | Hlavacs, Helmut (University of Vienna)
Hand-coded finite-state machines and behavior trees are the go-to techniques for artificial intelligence (AI) developers that want full control over their character's bearing. However, manually crafting behaviors for computer-controlled agents is a tedious and parameter-dependent task. From a high-level view, the process of designing agent AI by hand usually starts with the determination of a suitable set of action sequences. Once the AI developer has identified these sequences he merges them into a complete behavior by specifying appropriate transitions between them. Automated techniques, such as learning, tree search and planning, are on the other end of the AI toolset's spectrum. They do not require the manual definition of action sequences and adapt to parameter changes automatically. Yet AI developers are reluctant to incorporate them in games because of their performance footprint and lack of immediate designer control. We propose a method that, given the symbolic definition of a problem domain, can automatically extract a transparent behavior model from Goal-Oriented Action Planning (GOAP). The method first observes the behavior exhibited by GOAP in a Monte-Carlo simulation and then evolves a suitable behavior tree using a genetic algorithm. The generated behavior trees are comprehensible, refinable and as performant as hand-crafted ones.
A Data-Driven Approach for Computationally Modeling Players' Avatar Customization Behaviors
Lim, Chong-U (Massachusetts Institute of Technology) | Harrell, D. Fox (Massachusetts Institute of Technology)
Avatar customization systems enable players to represent themselves virtually in many ways. Research has shown that players exhibit different preferences and motivations in how they customize their avatars. In this paper, we present a data-driven analytical approach to modeling player behavioral patterns exhibited during the avatar customization process. We used our data mining tool \textit{AIRvatar} to analyze telemetry data obtained from 190 players using an avatar creator of our own design. Using non-negative matrix factorization (NMF) and N-gram models, we demonstrate how our approach computationally models behavioral patterns exhibited by players such as "regular shopping," "engaged shopping," or "bored browsing". Our models obtained significant effect sizes (0.12 <= R^2 <= 0.54) when validated with multiple linear regressions for players' time spent engaging in activities within the avatar creator. The NMF model had comparably high performance and ease of interpretation compared to control models.
Exploring Player Trace Segmentation for Dynamic Play Style Prediction
Valls-Vargas, Josep (Drexel University) | Ontañón, Santiago (Drexel University) | Zhu, Jichen (Drexel University)
Existing work on player modeling often assumes that the play style of players is static. However, our recent work shows evidence that players regularly change their play style over time. In this paper we propose a novel player modeling framework to capture this change by using episodic information and sequential machine learning techniques. In particular, we experiment with different trace segmentation strategies for play style prediction. We evaluate this new framework on gameplay data gathered from a game-based interactive learning environment. Our results show that sequential machine learning techniques that incorporate predictions from previous segments outperform non-sequential techniques. Our results also show that too fine (minute-by-minute) or too coarse (whole trace) segmentation of traces decreases performance.
Combining Crowd and Expert Labels Using Decision Theoretic Active Learning
Nguyen, An Thanh (University of Texas at Austin) | Wallace, Byron C. (University of Texas at Austin) | Lease, Matthew (University of Texas at Austin)
We consider a finite-pool data categorization scenario which requires exhaustively classifying a given set of examples with a limited budget. We adopt a hybrid human-machine approach which blends automatic machine learning with human labeling across a tiered workforce composed of domain experts and crowd workers. To effectively achieve high-accuracy labels over the instances in the pool at minimal cost, we develop a novel approach based on decision-theoretic active learning. On the important task of biomedical citation screening for systematic reviews, results on real data show that our method achieves consistent improvements over baseline strategies. To foster further research by others, we have made our data available online.
Online Transfer Learning in Reinforcement Learning Domains
Zhan, Yusen (Washington State University) | Taylor, Mattew E. (Washington State University)
This paper proposes an online transfer framework to capture the interaction among agents and shows that current transfer learning in reinforcement learning is a special case of online transfer. Furthermore, this paper re-characterizes existing agents-teaching-agents methods as online transfer and analyze one such teaching method in three ways. First, the convergence of Q-learning and Sarsa with tabular representation with a finite budget is proven. Second, the convergence of Q-learning and Sarsa with linear function approximation is established. Third, the we show the asymptotic performance cannot be hurt through teaching. Additionally, all theoretical results are empirically validated.
Exploiting Anonymity in Approximate Linear Programming: Scaling to Large Multiagent MDPs
Robbel, Philipp (Massachusetts Institute of Technology) | Oliehoek, Frans A. (University of Amsterdam) | Kochenderfer, Mykel J. (Stanford University)
The Markov Decision Process (MDP) framework is a versatile method for addressing single and multiagent sequential decision making problems. Many exact and approximate solution methods attempt to exploit structure in the problem and are based on value factorization. Especially multiagent settings (MAS), however, are known to suffer from an exponential increase in value component sizes as interactions become denser, meaning that approximation architectures are overly restricted in the problem sizes and types they can handle. We present an approach to mitigate this limitation for certain types of MASs, exploiting a property that can be thought of as "anonymous influence" in the factored MDP. In particular, we show how anonymity can lead to representational and computational efficiencies, both for general variable elimination in a factor graph but also for the approximate linear programming solution to factored MDPs. The latter allows to scale linear programming to factored MDPs that were previously unsolvable. Our results are shown for a disease control domain over a graph with 50 nodes that are each connected with up to 15 neighbors.
The MADP Toolbox: An Open-Source Library for Planning and Learning in (Multi-)Agent Systems
Oliehoek, Frans A. (University of Liverpool, University of Amsterdam) | Spaan, Matthijs T. J. (Delft University of Technology) | Robbel, Philipp (Massachusetts Institute of Technology) | Messias, Joao (University of Amsterdam)
This article describes the MultiAgent Decision Process (MADP) toolbox, a software library to support planning and learning for intelligent agents and multiagent systems in uncertain environments. Some of its key features are that it supports partially observable environments and stochastic transition models; has unified support for single- and multiagent systems; provides a large number of models for decision-theoretic decision making, including one-shot decision making (e.g., Bayesian games) and sequential decision making under various assumptions of observability and cooperation, such as Dec-POMDPs and POSGs; provides tools and parsers to quickly prototype new problems; provides an extensive range of planning and learning algorithms for single-and multiagent systems; and is written in C++ and designed to be extensible via the object-oriented paradigm.
Nested Value Iteration for Partially Satisfiable Co-Safe LTL Specifications (Extended Abstract)
Lacerda, Bruno (University of Birmingham) | Parker, David (University of Birmingham) | Hawes, Nick (University of Birmingham)
We describe our recent work on cost-optimal policy generation, for co-safe linear temporal logic (LTL) specifications that are not satisfiable with probability one in a Markov decision process (MDP) model. We provide an overview of the approach to pose the problem as the optimisation of three standard objectives in a trimmed product MDP. Furthermore, we introduce a new approach for optimising the three objectives, in a decreasing order of priority, based on a “nested” value iteration, where one value table is kept for each objective.