TY - JOUR
T1 - Evolving models of player decision making
T2 - Personas versus clones
AU - Holmgård, Christoffer
AU - Liapis, Antonios
AU - Togelius, Julian
AU - Yannakakis, Georgios N.
N1 - Funding Information:
We would thank the players of the game for providing data and our reviewers for providing a number of observations and suggestions that significantly improved this paper. Other acknowledgments omitted for review. The research was supported, in part, by the FP7 ICT project C2Learn (project no: 318480) and by the FP7 Marie Curie CIG project AutoGameDesign (project no: 630665).
Publisher Copyright:
© 2015 Elsevier B.V.
PY - 2016/7/1
Y1 - 2016/7/1
N2 - The current paper investigates multiple approaches to modeling human decision making styles for procedural play-testing. Building on decision and persona theory we evolve game playing agents representing human decision making styles. Three kinds of agents are evolved from the same representation: procedural personas, evolved from game designer expert knowledge, clones, evolved from observations of human play and aimed at general behavioral replication, and specialized agents, also evolved from observation, but aimed at determining the maximal behavioral replication ability of the representation. These three methods are then compared on their ability to represent individual human decision makers. Comparisons are conducted using three different proposed metrics that address the problem of matching decisions at the action, tactical, and strategic levels. Results indicate that a small gallery of personas evolved from designer intuitions can capture human decision making styles equally well as clones evolved from human play-traces for the testbed game MiniDungeons.
AB - The current paper investigates multiple approaches to modeling human decision making styles for procedural play-testing. Building on decision and persona theory we evolve game playing agents representing human decision making styles. Three kinds of agents are evolved from the same representation: procedural personas, evolved from game designer expert knowledge, clones, evolved from observations of human play and aimed at general behavioral replication, and specialized agents, also evolved from observation, but aimed at determining the maximal behavioral replication ability of the representation. These three methods are then compared on their ability to represent individual human decision makers. Comparisons are conducted using three different proposed metrics that address the problem of matching decisions at the action, tactical, and strategic levels. Results indicate that a small gallery of personas evolved from designer intuitions can capture human decision making styles equally well as clones evolved from human play-traces for the testbed game MiniDungeons.
KW - Decision making
KW - Evolutionary computation
KW - Player modeling
KW - Procedural content generation
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U2 - 10.1016/j.entcom.2015.09.002
DO - 10.1016/j.entcom.2015.09.002
M3 - Article
AN - SCOPUS:84977571624
SN - 1875-9521
VL - 16
SP - 95
EP - 104
JO - Entertainment Computing
JF - Entertainment Computing
ER -