Analyzing player behavior in Pacman using feature-driven decision theoretic predictive modelling.

Ben Cowley, Darryl Charles, Michaela Black, Raymond Hickey

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

We describe the results of a modeling methodology that combines the formal choice-system representation of decision theory with a human player-focused description of the behavioral features of game play in Pacman.This predictive player modeler addresses issues raised in previous work [1] and [2], to produce reliable accuracy. This paper focuses on using player-centric knowledge to reason about player behavior, utilizing a set of features which describe game-play to obtain quantitative data corresponding to qualitative behavioral concepts.
LanguageEnglish
Title of host publicationUnknown Host Publication
Pages170-177
Number of pages8
Publication statusPublished - Oct 2009
EventIEEE Symposium on Computational Intelligence and Games 2009 - Politecnico di Milano, Milan, Italy
Duration: 1 Oct 2009 → …

Conference

ConferenceIEEE Symposium on Computational Intelligence and Games 2009
Period1/10/09 → …

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Decision theory

Cite this

@inproceedings{32d50f5e2d1d4e4e8c4712dd3146490a,
title = "Analyzing player behavior in Pacman using feature-driven decision theoretic predictive modelling.",
abstract = "We describe the results of a modeling methodology that combines the formal choice-system representation of decision theory with a human player-focused description of the behavioral features of game play in Pacman.This predictive player modeler addresses issues raised in previous work [1] and [2], to produce reliable accuracy. This paper focuses on using player-centric knowledge to reason about player behavior, utilizing a set of features which describe game-play to obtain quantitative data corresponding to qualitative behavioral concepts.",
author = "Ben Cowley and Darryl Charles and Michaela Black and Raymond Hickey",
note = "Reference text: [1] B. Cowley, D. Charles, M.M. Black, and R.J. Hickey, �“Using Decision theory for Player Analysis in Pacman,�” Proceedings of the SAB Workshop on Adaptive Approaches to Optimizing Player Satisfaction, Roma, Italy: 2006, pp. 41-50. [2] B. Cowley, D. Charles, M.M. Black, and R.J. Hickey, �“Data-Driven Decision theory for Player Analysis in Pacman,�” Proceedings of the Optimizing Player Satisfaction Workshop, Stanford University, Stanford, Ca: AAAI Press, 2007, pp. 25-30. [3] D. Thue and V. Bulitko, �“Modeling Goal-Directed Players in Digital Games,�” Proceedings of Artificial Intelligence and Interactive Digital Entertainment 06, Stanford, CA, USA: AAAI Press, 2006, pp. 86-91. [4] J. Donkers and P. Spronck, �“Preference-based Player Modelling,�” AI Game Programming Wisdom 3, Hingham (MA): Charles River Media, 2006, pp. 647-659. [5] B. Cowley, D. Charles, M. Black, and R. Hickey, �“Toward an understanding of flow in video games,�” ACM Comput. Entertain., vol. 6, 2008, pp. 1-27. [6] P.J. Gmytrasiewicz and C.L. Lisetti, �“Modeling users' emotions during interactive entertainment sessions,�” Proceedings of AAAI 2000 Spring Symposium Series. 20-22 March 2000, Stanford, CA, USA: AAAI Press, 2000, pp. 30-35. [7] A. Ortony, G.L. Clore, and A. Collins, The cognitive structure of emotions, New York: Cambridge Uni Press, 1988. [8] A. Samuel, �“Some studies in machine learning using the game of checkers,�” IBM Journal of R&D, vol. 3, 1959, pp. 229, 210. [9] R. Penrose, The emperor's new mind : concerning computers, minds, and the laws of physics, Oxford; New York: Oxford Uni Press, 1989. [10] N. Baumann, R. Kaschel, and J. Kuhl, �“Striving for unwanted goals: stress-dependent discrepancies between explicit and implicit achievement motives reduce subjective well-being and increase psychosomatic symptoms,�” Journal of Personality and Social Psychology, vol. 89, Nov. 2005, pp. 781-99. [11] K. Salen and E. Zimmerman, Rules of play : game design fundamentals, London: MIT, 2004. [12] R. Caillois, Man, play, and games : Translated from the french by Meyer Barash, New York: Free Press of Glencoe, 1961. [13] C. Bateman and R. Boon, 21st century game design, London: Charles River Media, 2005. [14] B. Cowley, �“Player Profiling and Modelling in Computer and Video Games,�” thesis submitted at University of Ulster, Coleraine, 2009.",
year = "2009",
month = "10",
language = "English",
pages = "170--177",
booktitle = "Unknown Host Publication",

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Cowley, B, Charles, D, Black, M & Hickey, R 2009, Analyzing player behavior in Pacman using feature-driven decision theoretic predictive modelling. in Unknown Host Publication. pp. 170-177, IEEE Symposium on Computational Intelligence and Games 2009, 1/10/09.

Analyzing player behavior in Pacman using feature-driven decision theoretic predictive modelling. / Cowley, Ben; Charles, Darryl; Black, Michaela; Hickey, Raymond.

Unknown Host Publication. 2009. p. 170-177.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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N1 - Reference text: [1] B. Cowley, D. Charles, M.M. Black, and R.J. Hickey, �“Using Decision theory for Player Analysis in Pacman,�” Proceedings of the SAB Workshop on Adaptive Approaches to Optimizing Player Satisfaction, Roma, Italy: 2006, pp. 41-50. [2] B. Cowley, D. Charles, M.M. Black, and R.J. Hickey, �“Data-Driven Decision theory for Player Analysis in Pacman,�” Proceedings of the Optimizing Player Satisfaction Workshop, Stanford University, Stanford, Ca: AAAI Press, 2007, pp. 25-30. [3] D. Thue and V. Bulitko, �“Modeling Goal-Directed Players in Digital Games,�” Proceedings of Artificial Intelligence and Interactive Digital Entertainment 06, Stanford, CA, USA: AAAI Press, 2006, pp. 86-91. [4] J. Donkers and P. Spronck, �“Preference-based Player Modelling,�” AI Game Programming Wisdom 3, Hingham (MA): Charles River Media, 2006, pp. 647-659. [5] B. Cowley, D. Charles, M. Black, and R. Hickey, �“Toward an understanding of flow in video games,�” ACM Comput. Entertain., vol. 6, 2008, pp. 1-27. [6] P.J. Gmytrasiewicz and C.L. Lisetti, �“Modeling users' emotions during interactive entertainment sessions,�” Proceedings of AAAI 2000 Spring Symposium Series. 20-22 March 2000, Stanford, CA, USA: AAAI Press, 2000, pp. 30-35. [7] A. Ortony, G.L. Clore, and A. Collins, The cognitive structure of emotions, New York: Cambridge Uni Press, 1988. [8] A. Samuel, �“Some studies in machine learning using the game of checkers,�” IBM Journal of R&D, vol. 3, 1959, pp. 229, 210. [9] R. Penrose, The emperor's new mind : concerning computers, minds, and the laws of physics, Oxford; New York: Oxford Uni Press, 1989. [10] N. Baumann, R. Kaschel, and J. Kuhl, �“Striving for unwanted goals: stress-dependent discrepancies between explicit and implicit achievement motives reduce subjective well-being and increase psychosomatic symptoms,�” Journal of Personality and Social Psychology, vol. 89, Nov. 2005, pp. 781-99. [11] K. Salen and E. Zimmerman, Rules of play : game design fundamentals, London: MIT, 2004. [12] R. Caillois, Man, play, and games : Translated from the french by Meyer Barash, New York: Free Press of Glencoe, 1961. [13] C. Bateman and R. Boon, 21st century game design, London: Charles River Media, 2005. [14] B. Cowley, �“Player Profiling and Modelling in Computer and Video Games,�” thesis submitted at University of Ulster, Coleraine, 2009.

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AB - We describe the results of a modeling methodology that combines the formal choice-system representation of decision theory with a human player-focused description of the behavioral features of game play in Pacman.This predictive player modeler addresses issues raised in previous work [1] and [2], to produce reliable accuracy. This paper focuses on using player-centric knowledge to reason about player behavior, utilizing a set of features which describe game-play to obtain quantitative data corresponding to qualitative behavioral concepts.

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