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 game context




C-Procgen: Empowering Procgen with Controllable Contexts

Tan, Zhenxiong, Wang, Kaixin, Wang, Xinchao

arXiv.org Artificial Intelligence

C-Procgen provides access to over 200 unique game contexts across 16 games. It allows for detailed configuration of environments, ranging from game mechanics to agent attributes. This makes the procedural generation process, previously a black-box in Procgen, more transparent and adaptable for various research needs. The upgrade enhances dynamic context management and individualized assignments, while maintaining computational efficiency. C-Procgen's controllable contexts make it applicable in diverse reinforcement learning research areas, such as learning dynamics analysis, curriculum learning, and transfer learning. We believe that C-Procgen will fill a gap in the current literature and offer a valuable toolkit for future works.


Sony Is Creating A Next-Gen AI Help Assistant For Gameplay Guidance

#artificialintelligence

Sony Interactive Entertainment, the creator of all things PlayStation, has filed an intriguing patent for a "VOICE HELP SYSTEM USING ARTIFICIAL INTELLIGENCE" and it is presumably one of the features that'll arrive with PlayStation 5. Sony's voice AI help assistant can pull gameplay videos stored on a backend server when a query is made by the player. The following patent was filed by Sony Interactive Entertainment on September 26 at the the United States Patent and Trademark Office. Information related to a plurality of game plays of players for a gaming application is received over a network at a back-end server. A query is received from a first player playing the gaming application, wherein the query is related to first gameplay of the first player. A current game context of the first gameplay of a first player is determined from the information.


Modelling Early User-Game Interactions for Joint Estimation of Survival Time and Churn Probability

Bonometti, Valerio, Ringer, Charles, Hall, Mark, Wade, Alex R., Drachen, Anders

arXiv.org Machine Learning

Data-driven approaches which aim to identify and predict player engagement are becoming increasingly popular in games industry contexts. This is due to the growing practice of tracking and storing large volumes of in-game telemetries coupled with a desire to tailor the gaming experience to the end-user's needs. These approaches are particularly useful not just for companies adopting Game-as-a-Service (GaaS) models (e.g. for re-engagement strategies) but also for those working under persistent content-delivery regimes (e.g. for better audience targeting). A major challenge for the latter is to build engagement models of the user which are data-efficient, holistic and can generalize across multiple game titles and genres with minimal adjustments. This work leverages a theoretical framework rooted in engagement and behavioural science research for building a model able to estimate engagement-related behaviours employing only a minimal set of game-agnostic metrics. Through a series of experiments we show how, by modelling early user-game interactions, this approach can make joint estimates of long-term survival time and churn probability across several single-player games in a range of genres. The model proposed is very suitable for industry applications since it relies on a minimal set of metrics and observations, scales well with the number of users and is explicitly designed to work across a diverse range of titles.


Deep Reinforcement Learning in Ice Hockey for Context-Aware Player Evaluation

Liu, Guiliang, Schulte, Oliver

arXiv.org Artificial Intelligence

A variety of machine learning models have been proposed to assess the performance of players in professional sports. However, they have only a limited ability to model how player performance depends on the game context. This paper proposes a new approach to capturing game context: we apply Deep Reinforcement Learning (DRL) to learn an action-value Q function from 3M play-by-play events in the National Hockey League (NHL). The neural network representation integrates both continuous context signals and game history, using a possession-based LSTM. The learned Q-function is used to value players' actions under different game contexts. To assess a player's overall performance, we introduce a novel Game Impact Metric (GIM) that aggregates the values of the player's actions. Empirical Evaluation shows GIM is consistent throughout a play season, and correlates highly with standard success measures and future salary.