game scenario
Using Language Models to Decipher the Motivation Behind Human Behaviors
Xie, Yutong, Mei, Qiaozhu, Yuan, Walter, Jackson, Matthew O.
AI presents a novel tool for deciphering the motivations behind human behaviors. We show that by varying prompts to a large language model, we can elicit a full range of human behaviors in a variety of different scenarios in terms of classic economic games. Then by analyzing which prompts are needed to elicit which behaviors, we can infer (decipher) the motivations behind the human behaviors. We also show how one can analyze the prompts to reveal relationships between the classic economic games, providing new insight into what different economic scenarios induce people to think about. We also show how this deciphering process can be used to understand differences in the behavioral tendencies of different populations.
A Survey on Large Language Model-Based Social Agents in Game-Theoretic Scenarios
Feng, Xiachong, Dou, Longxu, Li, Ella, Wang, Qinghao, Wang, Haochuan, Guo, Yu, Ma, Chang, Kong, Lingpeng
Game-theoretic scenarios have become pivotal in evaluating the social intelligence of Large Language Model (LLM)-based social agents. While numerous studies have explored these agents in such settings, there is a lack of a comprehensive survey summarizing the current progress. To address this gap, we systematically review existing research on LLM-based social agents within game-theoretic scenarios. Our survey organizes the findings into three core components: Game Framework, Social Agent, and Evaluation Protocol. The game framework encompasses diverse game scenarios, ranging from choice-focusing to communication-focusing games. The social agent part explores agents' preferences, beliefs, and reasoning abilities. The evaluation protocol covers both game-agnostic and game-specific metrics for assessing agent performance. By reflecting on the current research and identifying future research directions, this survey provides insights to advance the development and evaluation of social agents in game-theoretic scenarios.
Measuring Diversity of Game Scenarios
Li, Yuchen, Wang, Ziqi, Zhang, Qingquan, Liu, Jialin
This survey comprehensively reviews the multi-dimensionality of game scenario diversity, spotlighting the innovative use of procedural content generation and other fields as cornerstones for enriching player experiences through diverse game scenarios. By traversing a wide array of disciplines, from affective modeling and multi-agent systems to psychological studies, our research underscores the importance of diverse game scenarios in gameplay and education. Through a taxonomy of diversity metrics and evaluation methods, we aim to bridge the current gaps in literature and practice, offering insights into effective strategies for measuring and integrating diversity in game scenarios. Our analysis highlights the necessity for a unified taxonomy to aid developers and researchers in crafting more engaging and varied game worlds. This survey not only charts a path for future research in diverse game scenarios but also serves as a handbook for industry practitioners seeking to leverage diversity as a key component of game design and development.
"iCub, We Forgive You!" Investigating Trust in a Game Scenario with Kids
Cocchella, Francesca, Pusceddu, Giulia, Belgiovine, Giulia, Lastrico, Linda, Rea, Francesco, Sciutti, Alessandra
This study presents novel strategies to investigate the mutual influence of trust and group dynamics in children-robot interaction. We implemented a game-like experimental activity with the humanoid robot iCub and designed a questionnaire to assess how the children perceived the interaction. We also aim to verify if the sensors, setups, and tasks are suitable for studying such aspects. The questionnaires' results demonstrate that youths perceive iCub as a friend and, typically, in a positive way. Other preliminary results suggest that, generally, children trusted iCub during the activity and, after its mistakes, they tried to reassure it with sentences such as: "Don't worry iCub, we forgive you". Furthermore, trust towards the robot in group cognitive activity appears to change according to gender: after two consecutive mistakes by the robot, girls tended to trust iCub more than boys. Finally, no significant difference has been evidenced between different age groups across points computed from the game and the self-reported scales. The tool we proposed is suitable for studying trust in human-robot interaction (HRI) across different ages and seems appropriate to understand the mechanism of trust in group interactions.
A Reinforcement Learning Based Approach to Play Calling in Football
Biro, Preston, Walker, Stephen G.
With the advances in computer power and the ability to both acquire and store huge quantities of data, so goes the corresponding advance of the machine (aka algorithm) to replace the human as a primary source of decision making. The number of successful applications is increasing at a rapid pace; in games, such as Chess and Go, medical imaging and diagnosing tumours, to automated driving, and even the selection of candidates for jobs. The notion of reinforcement learning is one key principle, whereby a game or set of decisions is studied and rewards recorded so a machine can learn long term benefits from local decisions, often negotiating a sequence of complex decisions. For example, Silver et al. (2017) discuss how a machine can become an expert at the game Go simply by playing against itself, with Bai and Jin (2020) looking at more general self-play algorithms.
Game-Based Data Capture for Player Metrics
Normoyle, Aline (University of Pennsylvania) | Drake, John (University of Pennsylvania) | Likhachev, Maxim (Carnegie Mellon University) | Safonova, Alla (Disney Research Pittsburgh)
Player metrics are an invaluable resource for game designers and QA analysts who wish to understand players, monitor and improve game play, and test design hypotheses. Usually such metrics are collected in a straightforward manner by passively recording players; however, such an approach has several potential drawbacks. First, passive recording might fail to record metrics which correspond to an infrequent player behavior. Secondly, passive recording can be a costly, laborious, and memory intensive process, even with the aid of tools. In this paper, we explore the potential for an active approach to player metric collection which strives to collect data more efficiently, and thus with less cost. We use an online, iterative approach which models the relationship between player metrics and in-game situations probabilistically using a Markov Decision Process (MDP) and solves it for the best game configurations to run. To analyze the benefits and limitations of this approach, we implemented a system, called GAMELAB, for recording player metrics in Second Life.