2021 IEEE Conference on Games (CoG) 2021
DOI: 10.1109/cog52621.2021.9618892
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Multiplayer Modeling via Multi-Armed Bandits

Abstract: This paper focuses on player modeling in multiplayer adaptive games. While player modeling has received a significant amount of attention, less is known about how to use player modeling in multiplayer games, especially when an experience management AI must make decisions on how to adapt the experience for the group as a whole. Specifically, we present a multi-armed bandit (MAB) approach for modeling groups of multiple players. Our main contributions are a new MAB framework for multiplayer modeling and techniqu… Show more

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Cited by 5 publications
(4 citation statements)
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References 12 publications
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“…EM agents construct a model using the AI for a player and, in the case of software-based interventions like serious games, leverage this understanding of the player to tailor the gaming experience for the player toward its particular goals, such as health outcomes (Fujiki et al 2008) or learning objectives (Valls-Vargas et al 2015). The EM agent is able to perform this tailoring through the use of EM levers (Gray, Zhu, and Ontañón 2021), or elements within the game environment that provide the agent with opportunities to affect the game state. Essential to our own study scenario and method (Section 3), other studies have found success in using additional characters in the game environment as EM levers (Feltz et al 2014;Samendinger et al 2017).…”
Section: Player Modeling and Experience Managementmentioning
confidence: 99%
See 1 more Smart Citation
“…EM agents construct a model using the AI for a player and, in the case of software-based interventions like serious games, leverage this understanding of the player to tailor the gaming experience for the player toward its particular goals, such as health outcomes (Fujiki et al 2008) or learning objectives (Valls-Vargas et al 2015). The EM agent is able to perform this tailoring through the use of EM levers (Gray, Zhu, and Ontañón 2021), or elements within the game environment that provide the agent with opportunities to affect the game state. Essential to our own study scenario and method (Section 3), other studies have found success in using additional characters in the game environment as EM levers (Feltz et al 2014;Samendinger et al 2017).…”
Section: Player Modeling and Experience Managementmentioning
confidence: 99%
“…We aim to create a simulation in which we can evaluate the potential efficacy of the Shapley Bandit prior to conducting human user studies. To do so, we employ virtual players provisioned with models that adjust their behavior according to their exposure to different social comparisons (discussed in Section 3) and described in further detail in our previous simulation study (Gray, Zhu, and Ontañón 2021). In short, virtual players will either be motivated or demotivated (in terms of daily step activity) based on their exposure to upward or downward comparisons and depending on their (randomized) internal preferences for such comparisons.…”
Section: Simulation Environmentmentioning
confidence: 99%
“…Our approach works within the space of player modeling focused experience management as having an accurate and useful model of the player can allow for more intelligent ExpM actions (Sharma et al 2007(Sharma et al , 2010Yu and Riedl 2013). These have more recently been expanded into multiplayer environments (Gray, Zhu, and Ontañón 2021;Zhu and Ontañón 2019). In each of these works, player preferences are assumed to be static.…”
Section: Experience Management and Player Modelingmentioning
confidence: 99%
“…MABs have been used in player modeling before with the focus of adapting games to their players (Gray et al 2020;Gray, Zhu, and Ontañón 2021), but these are concerned with finding player models from scratch, rather than correcting one in live gameplay. As such while many of their goals are the same, such as finding a player model quickly, they have more freedom in how to modify the environment and can make more assumptions.…”
Section: Experience Management and Player Modelingmentioning
confidence: 99%