Goto

Collaborating Authors

 player behavior


Beyond Playtesting: A Generative Multi-Agent Simulation System for Massively Multiplayer Online Games

Zhang, Ran, Ouyang, Kun, Ma, Tiancheng, Yang, Yida, Fang, Dong

arXiv.org Artificial Intelligence

Optimizing numerical systems and mechanism design is crucial for enhancing player experience in Massively Multiplayer Online (MMO) games. Traditional optimization approaches rely on large-scale online experiments or parameter tuning over predefined statistical models, which are costly, time-consuming, and may disrupt player experience. Although simplified offline simulation systems are often adopted as alternatives, their limited fidelity prevents agents from accurately mimicking real player reasoning and reactions to interventions. To address these limitations, we propose a generative agent-based MMO simulation system empowered by Large Language Models (LLMs). By applying Supervised Fine-Tuning (SFT) and Reinforcement Learning (RL) on large-scale real player behavioral data, we adapt LLMs from general priors to game-specific domains, enabling realistic and interpretable player decision-making. In parallel, a data-driven environment model trained on real gameplay logs reconstructs dynamic in-game systems. Experiments demonstrate strong consistency with real-world player behaviors and plausible causal responses under interventions, providing a reliable, interpretable, and cost-efficient framework for data-driven numerical design optimization.


Promoting Cooperation in the Public Goods Game using Artificial Intelligent Agents

Hintze, Arend, Adami, Christoph

arXiv.org Artificial Intelligence

The tragedy of the commons illustrates a fundamental social dilemma where individual rational actions lead to collectively undesired outcomes, threatening the sustainability of shared resources. Strategies to escape this dilemma, however, are in short supply. In this study, we explore how artificial intelligence (AI) agents can be leveraged to enhance cooperation in public goods games, moving beyond traditional regulatory approaches to using AI as facilitators of cooperation. We investigate three scenarios: (1) Mandatory Cooperation Policy for AI Agents, where AI agents are institutionally mandated always to cooperate; (2) Player-Controlled Agent Cooperation Policy, where players evolve control over AI agents' likelihood to cooperate; and (3) Agents Mimic Players, where AI agents copy the behavior of players. Using a computational evolutionary model with a population of agents playing public goods games, we find that only when AI agents mimic player behavior does the critical synergy threshold for cooperation decrease, effectively resolving the dilemma. This suggests that we can leverage AI to promote collective well-being in societal dilemmas by designing AI agents to mimic human players.


Understanding Players as if They Are Talking to the Game in a Customized Language: A Pilot Study

Wang, Tianze, Honari-Jahromi, Maryam, Katsarou, Styliani, Mikheeva, Olga, Panagiotakopoulos, Theodoros, Smirnov, Oleg, Cao, Lele, Asadi, Sahar

arXiv.org Artificial Intelligence

This pilot study explores the application of language models (LMs) to model game event sequences, treating them as a customized natural language. We investigate a popular mobile game, transforming raw event data into textual sequences and pretraining a Longformer model on this data. Our approach captures the rich and nuanced interactions within game sessions, effectively identifying meaningful player segments. The results demonstrate the potential of self-supervised LMs in enhancing game design and personalization without relying on ground-truth labels.


player2vec: A Language Modeling Approach to Understand Player Behavior in Games

Wang, Tianze, Honari-Jahromi, Maryam, Katsarou, Styliani, Mikheeva, Olga, Panagiotakopoulos, Theodoros, Asadi, Sahar, Smirnov, Oleg

arXiv.org Artificial Intelligence

Methods for learning latent user representations from historical behavior logs have gained traction for recommendation tasks in e-commerce, content streaming, and other settings. However, this area still remains relatively underexplored in video and mobile gaming contexts. In this work, we present a novel method for overcoming this limitation by extending a long-range Transformer model from the natural language processing domain to player behavior data. We discuss specifics of behavior tracking in games and propose preprocessing and tokenization approaches by viewing in-game events in an analogous way to words in sentences, thus enabling learning player representations in a self-supervised manner in the absence of ground-truth annotations. We experimentally demonstrate the efficacy of the proposed approach in fitting the distribution of behavior events by evaluating intrinsic language modeling metrics. Furthermore, we qualitatively analyze the emerging structure of the learned embedding space and show its value for generating insights into behavior patterns to inform downstream applications.


Offline Imitation of Badminton Player Behavior via Experiential Contexts and Brownian Motion

Wang, Kuang-Da, Wang, Wei-Yao, Hsieh, Ping-Chun, Peng, Wen-Chih

arXiv.org Artificial Intelligence

In the dynamic and rapid tactic involvements of turn-based sports, badminton stands out as an intrinsic paradigm that requires alter-dependent decision-making of players. While the advancement of learning from offline expert data in sequential decision-making has been witnessed in various domains, how to rally-wise imitate the behaviors of human players from offline badminton matches has remained underexplored. Replicating opponents' behavior benefits players by allowing them to undergo strategic development with direction before matches. However, directly applying existing methods suffers from the inherent hierarchy of the match and the compounding effect due to the turn-based nature of players alternatively taking actions. In this paper, we propose RallyNet, a novel hierarchical offline imitation learning model for badminton player behaviors: (i) RallyNet captures players' decision dependencies by modeling decision-making processes as a contextual Markov decision process. (ii) RallyNet leverages the experience to generate context as the agent's intent in the rally. (iii) To generate more realistic behavior, RallyNet leverages Geometric Brownian Motion (GBM) to model the interactions between players by introducing a valuable inductive bias for learning player behaviors. In this manner, RallyNet links player intents with interaction models with GBM, providing an understanding of interactions for sports analytics. We extensively validate RallyNet with the largest available real-world badminton dataset consisting of men's and women's singles, demonstrating its ability to imitate player behaviors. Results reveal RallyNet's superiority over offline imitation learning methods and state-of-the-art turn-based approaches, outperforming them by at least 16% in mean rule-based agent normalization score. Furthermore, we discuss various practical use cases to highlight RallyNet's applicability.


Simulator-Free Visual Domain Randomization via Video Games

Trivedi, Chintan, Rašajski, Nemanja, Makantasis, Konstantinos, Liapis, Antonios, Yannakakis, Georgios N.

arXiv.org Artificial Intelligence

Domain randomization is an effective computer vision technique for improving transferability of vision models across visually distinct domains exhibiting similar content. Existing approaches, however, rely extensively on tweaking complex and specialized simulation engines that are difficult to construct, subsequently affecting their feasibility and scalability. This paper introduces BehAVE, a video understanding framework that uniquely leverages the plethora of existing commercial video games for domain randomization, without requiring access to their simulation engines. Under BehAVE (1) the inherent rich visual diversity of video games acts as the source of randomization and (2) player behavior -- represented semantically via textual descriptions of actions -- guides the *alignment* of videos with similar content. We test BehAVE on 25 games of the first-person shooter (FPS) genre across various video and text foundation models and we report its robustness for domain randomization. BehAVE successfully aligns player behavioral patterns and is able to zero-shot transfer them to multiple unseen FPS games when trained on just one FPS game. In a more challenging setting, BehAVE manages to improve the zero-shot transferability of foundation models to unseen FPS games (up to 22%) even when trained on a game of a different genre (Minecraft). Code and dataset can be found at https://github.com/nrasajski/BehAVE.


ML and AI in Game Development in 2023 - Analytics Vidhya

#artificialintelligence

The gaming industry has come a long way from its early days of basic graphics and limited gameplay options. Today, games feature lifelike graphics and captivating narratives, thanks in part to the incorporation of ML and AI in game development. These cutting-edge technologies are revolutionizing the design, development, and play of games, leading to a more personalized and entertaining experience. The popularity of podcasts where gamers discuss the future of AI in gaming shows that players are becoming increasingly interested in AI and ML-based games. The focus of this article is on the developments of ML and AI in Game Development, not AI designed to play games at a superhuman level. Like in other industries, these technologies are also restructuring the gaming landscape, which was already an enormous industry. Machine learning and AI in game development can benefit the industry even more in numerous ways.


What's in Store AI-Driven e-Gaming - Coruzant Technologies

#artificialintelligence

As technology advances at an exponential rate, the gaming industry has been one of the early adopters of artificial intelligence (AI) to enhance user experiences. With the global AI market expected to reach $190 billion by 2025, and the global video game market expected to reach over $268 million by 2025, the combination of both of these has the potential to revolutionize e-gaming. With the ability to create more immersive and personalized gaming experiences, AI has already begun to positively affect the gaming sector by providing gamers with smarter and more realistic opponents, advanced game mechanics, and an immersive gaming environment. With AI-powered gaming platforms, gamers can expect a more sophisticated and dynamic gaming experience. AI-powered games can adapt to players' skills and provide customized challenges that are tailored to their abilities.


Multi-Timescale Modeling of Human Behavior

Basavaraj, Chinmai, Pyarelal, Adarsh, Carter, Evan

arXiv.org Artificial Intelligence

In recent years, the role of artificially intelligent (AI) agents has evolved from being basic tools to socially intelligent agents working alongside humans towards common goals. In such scenarios, the ability to predict future behavior by observing past actions of their human teammates is highly desirable in an AI agent. Goal-oriented human behavior is complex, hierarchical, and unfolds across multiple timescales. Despite this observation, relatively little attention has been paid towards using multi-timescale features to model such behavior. In this paper, we propose an LSTM network architecture that processes behavioral information at multiple timescales to predict future behavior. We demonstrate that our approach for modeling behavior in multiple timescales substantially improves prediction of future behavior compared to methods that do not model behavior at multiple timescales. We evaluate our architecture on data collected in an urban search and rescue scenario simulated in a virtual Minecraft-based testbed, and compare its performance to that of a number of valid baselines as well as other methods that do not process inputs at multiple timescales.


Pulling back the curtain on the tech and politics behind 'Watch Dogs: Legion'

Washington Post - Technology News

Clint Hocking marked his return to Ubisoft in 2015 with a big idea. His new project "Watch Dogs: Legion" was ambitious, and its concept was born from a single question: What if you could play as anyone? It had never been done before. In open-world games, players normally control a single protagonist, or a couple of carefully crafted main characters. But Hocking envisioned a Watch Dogs game where players could explore a metropolitan city and, with the press of a button, switch perspectives to inhabit the body of a spy, construction worker or an average Joe walking to their office job. Every passerby is their own person, primed with a web of relationships, an occupation and a personality.