2021
DOI: 10.1609/aiide.v13i1.12942
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Modeling Individual Differences in Game Behavior Using HMM

Abstract: Player modeling is an important concept that has gained much attention in game research due to its utility in developing adaptive techniques to target better designs for engagement and retention. Previous work has explored modeling individual differences using machine learning algorithms performed on aggregated game actions. However, players’ individual differences may be better manifested through sequential patterns of the in-game player’s actions. While few works have explored sequential analysis of player d… Show more

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Cited by 8 publications
(6 citation statements)
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“…It possibly signified that GPR was a relatively suitable algorithm for DOTA 2 behavioral datasets. Some researchers have investigated how to predict players' psychological traits through in-game behavior, but the results did not show strong predictive power (Yee et al, 2011a;Fong and Mar, 2015;Bunian et al, 2017;Wu et al, 2021). For example, Bunian et al (2017) used hidden Markov models (HMM) to extract the sequence of players' actions and trained classification models for the Big Five personality traits.…”
Section: Discussion the Feasibility Of Predicting Risk Propensity By ...mentioning
confidence: 99%
See 1 more Smart Citation
“…It possibly signified that GPR was a relatively suitable algorithm for DOTA 2 behavioral datasets. Some researchers have investigated how to predict players' psychological traits through in-game behavior, but the results did not show strong predictive power (Yee et al, 2011a;Fong and Mar, 2015;Bunian et al, 2017;Wu et al, 2021). For example, Bunian et al (2017) used hidden Markov models (HMM) to extract the sequence of players' actions and trained classification models for the Big Five personality traits.…”
Section: Discussion the Feasibility Of Predicting Risk Propensity By ...mentioning
confidence: 99%
“…For multiplayer online battle arena games and first-person shooter games, researchers reported how the role preference and game actions entangled with players' Big Five personalities (Wang et al, 2019) and other personality traits such as aggression (Delhove and Greitemeyer, 2020). In terms of personality prediction, a number of studies used in-game behaviors to realize personality classification and regression (Bunian et al, 2017;Ammannato and Chiesi, 2020). These predictive models provide new approaches for perceiving individuals' psychological characteristics in a nonintrusive way while traditional measurements are not applicable.…”
Section: Introductionmentioning
confidence: 99%
“…We grouped age in three bins (similarly to [14]): very young/underage, young adults, and over 25 (our 'oldest' respondent was 38); the frequencies for purchase_habits are never, less than once a month (rarely), and monthly or more often (regularly); for occupation, we consider a student as unemployed. Since our survey quantified each personality trait as an integer [0-100], we group such values into three categories (similarly to [11]) differentiating low, middle, or high scores.…”
Section: Collection Of Personal Attributes (Survey)mentioning
confidence: 99%
“…Overall, we compute over 300 features, 11 which identify three datasets: P, focused on the players, containing 484 samples, each described by 187 features; M, focused on the matches, containing 26241 samples, each described by 137 features; and M, containing 11117 samples and 160 features, which is a 'distilled' version of M. In particular, M differs from M in two ways: First, we address the problem of the highly imbalanced distribution of M in terms matches-per-player (some players in A have only 5 matches in M, while others have hundreds); we thus reduce the potential bias by randomly sampling 12 at most 30 matches for each player. Second, we augment the features in M with those derived with our domain knowledge; the intention is determining how much of an impact our intuitions have on all our experiments.…”
Section: Collection Of In-game Statistics (Tw)mentioning
confidence: 99%
“…Other researchers used HMMs for modeling player actions in the game [150,151]. HMMs have shown great promise, especially for analyzing sequential data [152] and modeling cognitive processes [153].…”
Section: Modeling Behavior In Gamesmentioning
confidence: 99%