player behaviour
CapsuleAI
CapsuleAI's Orca automates accurate Gameplay Review to better detect cheating and future-proof against Machine Learning (ML) cheats. This frees up game devs to spend their time where they really want - making great games! Let's see how it works Orca cheat detection analyses player behaviour to determine whether cheating has occurred. Detecting cheats in this way completely avoids considering the cheat mechanism, because the result of using a cheat will be observable, regardless of how it is implemented. Traditional anti-cheat, on the other hand, works by tackling specific mechanisms which enable cheating.
Combining Sequential and Aggregated Data for Churn Prediction in Casual Freemium Games
Kristensen, Jeppe Theiss, Burelli, Paolo
In freemium games, the revenue from a player comes from the in-app purchases made and the advertisement to which that player is exposed. The longer a player is playing the game, the higher will be the chances that he or she will generate a revenue within the game. Within this scenario, it is extremely important to be able to detect promptly when a player is about to quit playing (churn) in order to react and attempt to retain the player within the game, thus prolonging his or her game lifetime. In this article we investigate how to improve the current state-of-the-art in churn prediction by combining sequential and aggregate data using different neural network architectures. The results of the comparative analysis show that the combination of the two data types grants an improvement in the prediction accuracy over predictors based on either purely sequential or purely aggregated data.
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Can AI Pave the Way for a Safer iGaming Environment?
Artificial intelligence, better known as AI, is changing the way people do business and the way technology is advancing. Even in the iGaming world, AI can be used to make betting and playing safer. Artificial intelligence can help make iGaming safer and improve the gambling experience. AI is reshaping online gambling from preventing addiction to curbing fraud and making the gaming experience more enjoyable. Artificial intelligence can help prevent addiction and promote responsible gaming by spotting signs of addiction.
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Statistical Modelling of Level Difficulty in Puzzle Games
Kristensen, Jeppe Theiss, Valdivia, Arturo, Burelli, Paolo
Successful and accurate modelling of level difficulty is a fundamental component of the operationalisation of player experience as difficulty is one of the most important and commonly used signals for content design and adaptation. In games that feature intermediate milestones, such as completable areas or levels, difficulty is often defined by the probability of completion or completion rate; however, this operationalisation is limited in that it does not describe the behaviour of the player within the area. In this research work, we formalise a model of level difficulty for puzzle games that goes beyond the classical probability of success. We accomplish this by describing the distribution of actions performed within a game level using a parametric statistical model thus creating a richer descriptor of difficulty. The model is fitted and evaluated on a dataset collected from the game Lily's Garden by Tactile Games, and the results of the evaluation show that the it is able to describe and explain difficulty in a vast majority of the levels.
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AI in (and for) Games
Karpouzis, Kostas, Tsatiris, George
This chapter outlines the relation between artificial intelligence (AI) / machine learning (ML) algorithms and digital games. This relation is two-fold: on one hand, AI/ML researchers can generate large, in-the-wild datasets of human affective activity, player behaviour (i.e. actions within the game world), commercial behaviour, interaction with graphical user interface elements or messaging with other players, while games can utilise intelligent algorithms to automate testing of game levels, generate content, develop intelligent and responsive non-player characters (NPCs) or predict and respond player behaviour across a wide variety of player cultures. In this work, we discuss some of the most common and widely accepted uses of AI/ML in games and how intelligent systems can benefit from those, elaborating on estimating player experience based on expressivity and performance, and on generating proper and interesting content for a language learning game.
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The Killer Groove: The Shadow AI of Killer Instinct
The 2013 reboot of fighting game Killer Instinct on Xbox One has proven a popular game in the modern e-sports arena. While it successfully revives the long-dormant franchise from the Super Nintendo and Nintendo 64 era, it also introduces a new approach for fighting game AI. The Shadow Mode system -- a free update released in season 2 of Killer Instinct in 2015 -- allows for players to construct AI-driven fighters that are designed to match your own capability when playing as a given character. After spending three training sessions in the dojo, your shadow AI is capable of replicating a portion of your behaviour: with many of your strategic decisions being mapped to the non-player character. Once established, your shadow can be sent off to fight your friends or other players on Xbox Live.
Informing a BDI Player Model for an Interactive Narrative
Rivera-Villicana, Jessica, Zambetta, Fabio, Harland, James, Berry, Marsha
This work focuses on studying players behaviour in interactive narratives with the aim to simulate their choices. Besides sub-optimal player behaviour due to limited knowledge about the environment, the difference in each player's style and preferences represents a challenge when trying to make an intelligent system mimic their actions. Based on observations from players interactions with an extract from the interactive fiction Anchorhead, we created a player profile to guide the behaviour of a generic player model based on the BDI (Belief-Desire-Intention) model of agency. We evaluated our approach using qualitative and quantitative methods and found that the player profile can improve the performance of the BDI player model. However, we found that players self-assessment did not yield accurate data to populate their player profile under our current approach.
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Exploring Apprenticeship Learning for Player Modelling in Interactive Narratives
Rivera-Villicana, Jessica, Zambetta, Fabio, Harland, James, Berry, Marsha
In this paper we present an early Apprenticeship Learning approach to mimic the behaviour of different players in a short adaption of the interactive fiction Anchorhead. Our motivation is the need to understand and simulate player behaviour to create systems to aid the design and person-alisation of Interactive Narratives (INs). INs are partially observable for the players and their goals are dynamic as a result. We used Receding Horizon IRL (RHIRL) to learn players' goals in the form of reward functions, and derive policies to imitate their behaviour. Our preliminary results suggest that RHIRL is able to learn action sequences to complete a game, and provided insights towards generating behaviour more similar to specific players.
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Memory Augmented Deep Generative models for Forecasting the Next Shot Location in Tennis
Fernando, Tharindu, Denman, Simon, Sridharan, Sridha, Fookes, Clinton
Considering the fact that present day ball speeds exceed 130mph, the time required by the receiver to make a decision regarding the opponents' intention, and initiate a response could exceed the flight time for the ball [1], [2], [3], [4]. Several studies have shown that this reactive ability is the product of pattern recognition skills that are obtained through a "biological probabilistic engine", that derives theories regardingopponents intentions with the partial information available[1], [5], [6]. For instance, it has been shown that expert tennis players are better at detecting events in advance [1], [7] and posses better knowledge/ expertise of situational probabilities [3]. Further investigation of human neurological structures have revealed that those capabilities occur due to a bottom-up computational process [1] within the human brain, from sensory memory to the experiences stored in episodic memory [8], [9] and knowledge derived in semantic memory [9], [10]. Despite the growing interest among researchers in the machine learning domain in better understanding factors influencing decision making in fastball sports, there have been very few studies transferring the observations of the underlying neural mechanisms to neural modelling in machine learning.Current state-of-the-art methodologies try to capture the underlying semantics through a handful of handcrafted features, without paying attention to essential mechanisms in the human brain, where the expertise and observations are stored and knowledge is derived.
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