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 Statistical Learning


A Hierarchical MdMC Approach to 2D Video Game Map Generation

AAAI Conferences

In this paper we describe a hierarchical method for procedurally generating 2D game maps using multi-dimensional Markov chains (MdMCs). Our method takes a collection of 2D game maps, breaks them into small chunks and performs clustering to find a set of chunks that correspond to high-level structures (high-level tiles) in the training maps. This set of high-level tiles is then used to re-represent the training maps, and to fit two sets of MdMC models: a high-level model captures the distribution of high-level tiles in the map, and a set of low-level models capture the internal structure of each high-level tile. These two sets of models can then be used to hierarchically generate new maps. We test our approach using two classic games, Super Mario Bros. and Loderunner, and compare the results against other existing map generators.


Comparing Clustering Approaches for Modeling Players' Values through Avatar Construction

AAAI Conferences

Videogame avatars provide an expressive avenue for players to represent themselves virtually. Research has shown that these avatars, while virtual, can reveal aspects of players' identities, along with physical, social, and cultural values of the real-world. In this paper, we present an approach for modeling player values through their avatars using artificial intelligence (AI) clustering techniques. In a study with 191 participants who created avatars using our system, we provide a thorough comparison of the techniques across numerical, textual, and visual data. Our findings showed that these data structures can effectively reveal players' values and preferences, such as conforming to stereotypes of character roles using statistical attributes, modeling nuances in text descriptions of avatars, and identifying "best-example" (prototypical) avatar appearances that players can be quantitatively shown to conform to. Our findings suggest that AI clustering approaches can be used to model players to yield insight into implicitly held values in a data-driven manner through virtual avatars.


Bayesian Clustering of Player Styles for Multiplayer Games

AAAI Conferences

Clustering is an essential game analysis tool for understanding There are many clustering procedures that could be used player strengths and preferences. For example, clustering to group players based upon their play styles, with k-means techniques have been used to identify player preferences clustering being the most common method. Our use of for using vehicles over direct combat (Drachen et al. 2012), a model-based semi-parametric Bayesian clustering procedure for taking time to solve puzzles over running through content has two important advantages. First, the number of (Drachen, Canossa, and Yannakakis 2009), for understanding clusters (unique player styles) does not have to be prespecified.


Sampling Hyrule: Multi-Technique Probabilistic Level Generation for Action Role Playing Games

AAAI Conferences

Procedural Content Generation (PCG) using machine learning is a fast growing area of research. Action Role Playing Game (ARPG) levels represent an interesting challenge for PCG due to their multi-tiered structure and nonlinearity. Previous work has used Bayes Nets (BN) to learn properties of the topological structure of levels from The Legend of Zelda. In this paper we describe a method for sampling these learned distributions to generate valid, playable level topologies. We carry this deeper and learn a sampleable representation of the individual rooms using Principal Component Analysis. We combine the two techniques and present a multi-scale machine learned technique for procedurally generating ARPG levels from a corpus of levels from The Legend of Zelda.


Large-Scale Cross-Game Player Behavior Analysis on Steam

AAAI Conferences

Behavioral game analytics has predominantly been confined to work on single games, which means that the cross-game applicability of current knowledge remains largely unknown. Here four experiments are presented focusing on the relationship between game ownership, time invested in playing games, and the players themselves, across more than 3000 games distributed by the Steam platform and over 6 million players, covering a total playtime of over 5 billion hours. Experiments are targeted at uncovering high-level patterns in the behavior of players focusing on playtime, using frequent itemset mining on game ownership, cluster analysis to develop playtime-dependent player profiles, correlation between user game rankings and, review scores, playtime and game ownership, as well as cluster analysis on Steam games. Within the context of playtime, the analyses presented provide unique insights into the behavior of game players as they occur across games, for example in how players distribute their time across games.


Learning Supervised Topic Models from Crowds

AAAI Conferences

The growing need to analyze large collections of documents has led to great developments in topic modeling. Since documents are frequently associated with other related variables, such as labels or ratings, much interest has been placed on supervised topic models. However, the nature of most annotation tasks, prone to ambiguity and noise, often with high volumes of documents, deem learning under a single-annotator assumption unrealistic or unpractical for most real-world applications. In this paper, we propose a supervised topic model that accounts for the heterogeneity and biases among different annotators that are encountered in practice when learning from crowds. We develop an efficient stochastic variational inference algorithm that is able to scale to very large datasets, and we empirically demonstrate the advantages of the proposed model over state of the art approaches.


Predicting Purchase Decisions in Mobile Free-to-Play Games

AAAI Conferences

Mobile digital games are dominantly released under the freemium business model, but only a small fraction of the players makes any purchases. The ability to predict who will make a purchase enables optimization of marketing efforts, and tailoring customer relationship management to the specific user's profile. Here this challenge is addressed via two models for predicting purchasing players, using a 100,000 player dataset: 1) A classification model focused on predicting whether a purchase will occur or not. 2) a regression model focused on predicting the number of purchases a user will make. Both models are presented within a decision and regression tree framework for building rules that are actionable by companies. To the best of our knowledge, this is the first study investigating purchase decisions in freemium mobile products from a user behavior perspective and adopting behavior-driven learning approaches to this problem.


Surpassing Humans and Computers with JELLYBEAN: Crowd-Vision-Hybrid Counting Algorithms

AAAI Conferences

Counting objects is a fundamental image processisng primitive, and has many scientific, health, surveillance, security, and military applications. Existing supervised computer vision techniques typically require large quantities of labeled training data, and even with that, fail to return accurate results in all but the most stylized settings. Using vanilla crowdsourcing, on the other hand, can lead to significant errors, especially on images with many objects. In this paper, we present our JellyBean suite of algorithms, that combines the best of crowds and computer vision to count objects in images, and uses judicious decomposition of images to greatly improve accuracy at low cost. Our algorithms have several desirable properties: (i) they are theoretically optimal or near-optimal , in that they ask as few questions as possible to humans (under certain intuitively reasonable assumptions that we justify in our paper experimentally); (ii) they operate under stand-alone or hybrid modes, in that they can either work independent of computer vision algorithms, or work in concert with them, depending on whether the computer vision techniques are available or useful for the given setting; (iii) they perform very well in practice, returning accurate counts on images that no individual worker or computer vision algorithm can count correctly, while not incurring a high cost.


Modeling Temporal Crowd Work Quality with Limited Supervision

AAAI Conferences

While recent work has shown that a worker’s performance can be more accurately modeled by temporal correlation in task performance, a fundamental challenge remains in the need for expert gold labels to evaluate a worker’s performance. To solve this problem, we explore two methods of utilizing limited gold labels, initial training and periodic updating. Furthermore, we present a novel way of learning a prediction model in the absence of gold labels with uncertaintyaware learning and soft-label updating. Our experiment with a real crowdsourcing dataset demonstrates that periodic updating tends to show better performance than initial training when the number of gold labels are very limited (< 25).


From "In" to "Over": Behavioral Experiments on Whole-Network Computation

AAAI Conferences

We report on a series of behavioral experiments in human computation on three different tasks over networks: graph coloring, community detection (or graph clustering), and competitive contagion. While these tasks share similar action spaces and interfaces, they capture a diversity of computational challenges: graph coloring is a search problem, clustering is an optimization problem, and competitive contagion is a game-theoretic problem. In contrast with most of the prior literature on human-subject experiments in networks, in which collectives of subjects are embedded "in" the network, and have only local information and interactions, here individual subjects have a global (or "over") view and must solve "whole network" problems alone. Our primary findings are that subject performance is impressive across all three problem types; that subjects find diverse and novel strategies for solving each task; and that collective performance can often be strongly correlated with known algorithms.