NESep 1, 2022
EvolvingBehavior: Towards Co-Creative Evolution of Behavior Trees for Game NPCsNathan Partlan, Luis Soto, Jim Howe et al.
To assist game developers in crafting game NPCs, we present EvolvingBehavior, a novel tool for genetic programming to evolve behavior trees in Unreal Engine 4. In an initial evaluation, we compare evolved behavior to hand-crafted trees designed by our researchers, and to randomly-grown trees, in a 3D survival game. We find that EvolvingBehavior is capable of producing behavior approaching the designer's goals in this context. Finally, we discuss implications and future avenues of exploration for co-creative game AI design tools, as well as challenges and difficulties in behavior tree evolution.
HCMar 27
Unlocking Open-Player-Modeling-enhanced Game-Based Learning: The Open Player Socially Analytical Intelligence ArchitectureZhiyu Lin, Boyd Fox, Devon Mckee et al. · gatech
Game-Based Learning (GBL) is a learner-engaging pedagogical methodology, yet adapting games to heterogeneous learners requires transparent, real-time Open Player Models (OPMs). We contribute to the community Open Player Socially Analytical Intelligence (OPSAI), an architecture implementing OPM beyond conceptual frameworks and validated in a GBL application. It decouples gameplay telemetry and analysis from the game engine and automatically derives pedagogically actionable insights, supporting the transparency of computational player models while making them accessible to players. OPSAI comprises three logical layers: a Frontend that both provides the GBL experience and collects information needed for analytics; a stateless Backend that hosts transparent analytics services producing reflective prompts, recommendations, and visualization guides; and a two-tier Log Storage that balances heavy raw gameplay data with lightweight reference indices for low-latency queries. By feeding analytics outputs back into the game interface, OPSAI closes the feedback loop between play and learning, empowering teachers, researchers, and learners alike. We further showcase OPSAI with a full deployment on the Parallel GBL environment, featuring live play traces, peer comparisons, and personalized suggestions, demonstrating a reusable blueprint for future educational games.
HCFeb 16, 2023
Empathetic AI for Empowering Resilience in GamesReza Habibi, Johannes Pfau, Jonattan Holmes et al.
Failure and resilience are important aspects of gameplay. This is especially important for serious and competitive games, where players need to adapt and cope with failure frequently. In such situations, emotion regulation -- the active process of modulating ones' emotions to cope and adapt to challenging situations -- becomes essential. It is one of the prominent aspects of human intelligence and promotes mental health and well-being. While there has been work on developing artificial emotional regulation assistants to help users cope with emotion regulation in the field of Intelligent Tutoring systems, little is done to incorporate such systems or ideas into (serious) video games. In this paper, we introduce a data-driven 6-phase approach to establish empathetic artificial intelligence (EAI), which operates on raw chat log data to detect key affective states, identify common sequences and emotion regulation strategies and generalizes these to make them applicable for intervention systems.
AIAug 27, 2023
Modeling Player Personality Factors from In-Game Behavior and Affective ExpressionReza Habibi, Johannes Pfau, Magy Seif El-Nasr
Developing a thorough understanding of the target audience (and/or single individuals) is a key factor for success - which is exceptionally important and powerful for the domain of video games that can not only benefit from informed decision making during development, but ideally even tailor game content, difficulty and player experience while playing. The granular assessment of individual personality and differences across players is a particularly difficult endeavor, given the highly variant human nature, disagreement in psychological background models and because of the effortful data collection that most often builds upon long, time-consuming and deterrent questionnaires. In this work, we explore possibilities to predict a series of player personality questionnaire metrics from recorded in-game behavior and extend related work by explicitly adding affective dialog decisions to the game environment which could elevate the model's accuracy. Using random forest regression, we predicted a wide variety of personality metrics from seven established questionnaires across 62 players over 60 minute gameplay of a customized version of the role-playing game Fallout: New Vegas. While some personality variables could already be identified from reasonable underlying in-game actions and affective expressions, we did not find ways to predict others or encountered questionable correlations that could not be justified by theoretical background literature. Yet, building on the initial opportunities of this explorative study, we are striving to massively enlarge our data set to players from an ecologically valid industrial game environment and investigate the performance of more sophisticated machine learning approaches.
AISep 22, 2023
Assessing the Impact of Personality on Affective States from Video Game CommunicationAtieh Kashani, Johannes Pfau, Magy Seif El-Nasr
Individual differences in personality determine our preferences, traits and values, which should similarly hold for the way we express ourselves. With current advancements and transformations of technology and society, text-based communication has become ordinary and often even surpasses natural voice conversations -- with distinct challenges and opportunities. In this exploratory work, we investigate the impact of personality on the tendency how players of a team-based collaborative alternate reality game express themselves affectively. We collected chat logs from eleven players over two weeks, labeled them according to their affective state, and assessed the connection between them and the five-factor personality domains and facets. After applying multi-linear regression, we found a series of reasonable correlations between (combinations of) personality variables and expressed affect -- as increased confusion could be predicted by lower self-competence (C1), personal annoyance by vulnerability to stress (N6) and expressing anger occured more often in players that are prone to anxiety (N1), less humble and modest (A5), think less carefully before they act (C6) and have higher neuroticism (N). Expanding the data set, sample size and input modalities in subsequent work, we aim to confirm these findings and reveal even more interesting connections that could inform affective computing and games user research equally.
HCMar 19
Relationship-Centered Care: Relatedness and Responsible Design for Human Connections in Mental-Health CareShivam Shukla, Emily Chen, Manhaz Roshanaei et al.
There has been a growing research interest in Digital Therapeutic Alliance (DTA) as the field of AI-powered conversational agents are being deployed in mental health care, particularly those delivering CBT (Cognitive Behaviour Therapy). Our proposition argues that the current design paradigm which seeks to optimize the bond between a patient in need of support and an AI agent contains a subtle but consequential trap: it risks producing an "appearance of connection" that unintentionally disrupts the fundamental human need for relatedness, which potentially displaces the authentic human relationships upon which long-term psychological recovery depends. We propose a reorientation from designing artificial intelligence tools that simulate relationships to designing AI that scaffolds them. To operationalize our argument, we propose an interdisciplinary model that translates the Responsible AI Six Sphere Framework through the lens of Self-Determination Theory (SDT), with a specific focus on the basic psychological need for relatedness. The resulting model offers the technical and often clinical communities a set of relationship-centered design guidelines and relevant provocations for building AI systems that function not just as companions, but as a catalyst for strengthening a patient's entire relational ecology; their connections with therapists, caregivers, family, and peers. In doing so, we discuss a model towards a more sustainable ecosystem of relationship-centered AI in mental health care.
HCMar 17
Change is Hard: Consistent Player Behavior Across Games with Conflicting IncentivesEmily Chen, Alexander J. Bisberg, Dmitri Williams et al.
This paper examines how player flexibility -- a player's willingness to engage in a breadth of options or specialize -- manifests across two gaming environments: League of Legends (League) and Teamfight Tactics (TFT). We analyze the gameplay decisions of 4,830 players who have played at least 50 competitive games in both titles and explore cross-game dynamics of behavior retention and consistency. Our work introduces a novel cross-game analysis that tracks the same players' behavior across two different environments, reducing self-selection bias. Our findings reveal that while games incentivize different behaviors (specialization in League versus flexibility in TFT) for performance-based success, players exhibit consistent behavior across platforms. This study contributes to long-standing debate about agency versus structure, showing individual agency may be more predictive of cross-platform behavior than game-imposed structure in competitive settings. These insights offer implications for game developers, designers and researchers interested in building systems to promote behavior change.
LGMar 6
Beyond Accuracy: Introducing a Symbolic-Mechanistic Approach to Interpretable EvaluationReza Habibi, Darian Lee, Magy Seif El-Nasr
Accuracy-based evaluation cannot reliably distinguish genuine generalization from shortcuts like memorization, leakage, or brittle heuristics, especially in small-data regimes. In this position paper, we argue for mechanism-aware evaluation that combines task-relevant symbolic rules with mechanistic interpretability, yielding algorithmic pass/fail scores that show exactly where models generalize versus exploit patterns. We demonstrate this on NL-to-SQL by training two identical architectures under different conditions: one without schema information (forcing memorization), one with schema (enabling grounding). Standard evaluation shows the memorization model achieves 94% field-name accuracy on unseen data, falsely suggesting competence. Our symbolic-mechanistic evaluation reveals this model violates core schema generalization rules, a failure invisible to accuracy metrics.
HCFeb 2, 2020Code
Investigating usability of MSstatsQC softwareSara Mohammad Taheri, Omkar Terse, Eralp Dogu et al.
MSstatsQC [3] is an open-source software that provides longitudinal system suitability monitoring tools in the form of control charts for proteomic experiments. It includes simultaneous tools for the mean and dispersion of suitability metrics and presents alternative methods of monitoring through different tabs that are designed in the interface. This research focuses on investigating the usability of MSstatsQC software and the interpretability of the designed plots. In this study, we ask 4 test users, from the proteomics field, to complete a series of tasks and questionnaires. The tasks are designed to test the usability of the software in terms of importing data files, selecting appropriate metrics, guide set, and peptides, and finally creating decision rules (tasks 1 and 3 in appendix). The questionnaires ask about interpretability of the plots including control charts, box plots, heat maps, river plots, and radar plots (tasks 1 and 4 in appendix). The goal of the questions is to determine if the test users understand the plots and can interpret them. Results show limitations in usability and plot interpretability, especially in the data import section. We suggest the following modifications. I) providing conspicuous guides close to the window related to up-loading a datafile as well as providing error messages that pop-up when the data set has a wrong format II) providing plot descriptions, hints to interpret plots, plot titles and appropriate axis labels, and, III) Numbering tabs to show the flow of procedures in the software.
AIOct 6, 2025
What Do You Mean? Exploring How Humans and AI Interact with Symbols and Meanings in Their InteractionsReza Habibi, Seung Wan Ha, Zhiyu Lin et al.
Meaningful human-AI collaboration requires more than processing language; it demands a deeper understanding of symbols and their socially constructed meanings. While humans naturally interpret symbols through social interaction, AI systems often miss the dynamic interpretations that emerge in conversation. Drawing on Symbolic Interactionism theory, we conducted two studies to investigate how humans and AI co-construct symbols and their meanings. Findings provide empirical insights into how humans and conversational AI agents collaboratively shape meanings during interaction. We show how participants shift their initial definitions of meaning in response to the symbols and interpretations suggested by the conversational AI agents, especially when social context is introduced. We also observe how participants project their personal and social values into these interactions, refining meanings over time. These findings reveal that shared understanding does not emerge from mere agreement but from the bi-directional exchange and reinterpretation of symbols, suggesting new paradigms for human-AI interaction design.
CYAug 13, 2025
Listening with Language Models: Using LLMs to Collect and Interpret Classroom FeedbackSai Siddartha Maram, Ulia Zaman, Magy Seif El-Nasr
Traditional end-of-quarter surveys often fail to provide instructors with timely, detailed, and actionable feedback about their teaching. In this paper, we explore how Large Language Model (LLM)-powered chatbots can reimagine the classroom feedback process by engaging students in reflective, conversational dialogues. Through the design and deployment of a three-part system-PromptDesigner, FeedbackCollector, and FeedbackAnalyzer-we conducted a pilot study across two graduate courses at UC Santa Cruz. Our findings suggest that LLM-based feedback systems offer richer insights, greater contextual relevance, and higher engagement compared to standard survey tools. Instructors valued the system's adaptability, specificity, and ability to support mid-course adjustments, while students appreciated the conversational format and opportunity for elaboration. We conclude by discussing the design implications of using AI to facilitate more meaningful and responsive feedback in higher education.
HCOct 12, 2021
Open Player Modeling: Empowering Players through Data TransparencyJichen Zhu, Magy Seif El-Nasr
Data is becoming an important central point for making design decisions for most software. Game development is not an exception. As data-driven methods and systems start to populate these environments, a good question is: can we make models developed from this data transparent to users? In this paper, we synthesize existing work from the Intelligent User Interface and Learning Science research communities, where they started to investigate the potential of making such data and models available to users. We then present a new area exploring this question, which we call Open Player Modeling, as an emerging research area. We define the design space of Open Player Models and present exciting open problems that the games research community can explore. We conclude the paper with a case study and discuss the potential value of this approach.
HCJul 29, 2021
Design-Driven Requirements for Computationally Co-Creative Game AI Design ToolsNathan Partlan, Erica Kleinman, Jim Howe et al.
Game AI designers must manage complex interactions between the AI character, the game world, and the player, while achieving their design visions. Computational co-creativity tools can aid them, but first, AI and HCI researchers must gather requirements and determine design heuristics to build effective co-creative tools. In this work, we present a participatory design study that categorizes and analyzes game AI designers' workflows, goals, and expectations for such tools. We evince deep connections between game AI design and the design of co-creative tools, and present implications for future co-creativity tool research and development.
HCJul 26, 2021
Can we infer player behavior tendencies from a player's decision-making data? Integrating Theory of Mind to Player ModelingMurtuza N. Shergadwala, Zhaoqing Teng, Magy Seif El-Nasr
Game AI systems need the theory of mind, which is the humanistic ability to infer others' mental models, preferences, and intent. Such systems would enable inferring players' behavior tendencies that contribute to the variations in their decision-making behaviors. To that end, in this paper, we propose the use of inverse Bayesian inference to infer behavior tendencies given a descriptive cognitive model of a player's decision making. The model embeds behavior tendencies as weight parameters in a player's decision-making. Inferences on such parameters provide intuitive interpretations about a player's cognition while making in-game decisions. We illustrate the use of inverse Bayesian inference with synthetically generated data in a game called \textit{BoomTown} developed by Gallup. We use the proposed model to infer a player's behavior tendencies for moving decisions on a game map. Our results indicate that our model is able to infer these parameters towards uncovering not only a player's decision making but also their behavior tendencies for making such decisions.
HCJun 25, 2021
Unpacking Adherence and Engagement in Pervasive Health GamesMagy Seif El-Nasr, Shree Durga, Mariya Shiyko et al.
Pervasive health games have a potential to impact health-related behaviors. And, similar to other types of interventions, engagement and adherence in health games is the keystone for examining their short- and long-term effects. Many health-based applications have turned to gamification principles specifically to. enhance their engagement. However, according to many reports, only 41% of participants are retained in single player games and 29% in social games after 90 days. These statistics raise multiple questions about factors influencing adherence and engagement. This paper presents an in-depth mixed-methods investigation of game design factors affecting engagement with and adherence to a pervasive commercial health game, called SpaPlay. We analyzed interview and game behavior log data using theoretical constructs of sustained engagement to identify design elements affecting engagement and adherence. Our findings indicate that design elements associated with autonomy. and relatedness from the Self-Determination Theory and integrability, a measure of how well activities align with a person's life style, are important factors affecting engagement and adherence.
HCJun 25, 2021
Glyph: Visualization Tool for Understanding Problem Solving Strategies in Puzzle GamesTruong-Huy Dinh Nguyen, Magy Seif El-Nasr, Alessandro Canossa
Understanding player strategies is a key question when analyzing player behavior both for academic researchers and industry practitioners. For game designers and game user researchers, it is important to gauge the distance between intended strategies and emergent strategies; this comparison allows identification of glitches or undesirable behaviors. For academic researchers using games for serious purposes such as education, the strategies adopted by players are indicative of their cognitive progress in relation to serious goals, such as learning process. Current techniques and systems created to address these needs present a few drawbacks. Qualitative methods are difficult to scale upwards to include large number of players and are prone to subjective biases. Other approaches such as visualization and analytical tools are either designed to provide an aggregated overview of the data, losing the nuances of individual player behaviors, or, in the attempt of accounting for individual behavior, are not specifically designed to reduce the visual cognitive load. In this work, we propose a novel visualization technique that specifically addresses the tasks of comparing behavior sequences in order to capture an overview of the strategies enacted by players and at the same time examine individual player behaviors to identify differences and outliers. This approach allows users to form hypotheses about player strategies and verify them. We demonstrate the effectiveness of the technique through a case study: utilizing a prototype system to investigate data collected from a commercial educational puzzle game. While the prototype's usability can be improved, initial testing results show that core features of the system proved useful to our potential users for understanding player strategies.
HCJun 25, 2021
Advancing Methodology for Social Science Research Using Alternate Reality Games: Proof-of-Concept Through Measuring Individual Differences and Adaptability and their impact on Team PerformanceMagy Seif El-Nasr, Casper Harteveld, Paul Fombelle et al.
While work in fields of CSCW (Computer Supported Collaborative Work), Psychology and Social Sciences have progressed our understanding of team processes and their effect performance and effectiveness, current methods rely on observations or self-report, with little work directed towards studying team processes with quantifiable measures based on behavioral data. In this report we discuss work tackling this open problem with a focus on understanding individual differences and its effect on team adaptation, and further explore the effect of these factors on team performance as both an outcome and a process. We specifically discuss our contribution in terms of methods that augment survey data and behavioral data that allow us to gain more insight on team performance as well as develop a method to evaluate adaptation and performance across and within a group. To make this problem more tractable we chose to focus on specific types of environments, Alternate Reality Games (ARGs), and for several reasons. First, these types of games involve setups that are similar to a real-world setup, e.g., communication through slack or email. Second, they are more controllable than real environments allowing us to embed stimuli if needed. Lastly, they allow us to collect data needed to understand decisions and communications made through the entire duration of the experience, which makes team processes more transparent than otherwise possible. In this report we discuss the work we did so far and demonstrate the efficacy of the approach.
HCMar 8, 2021
Esports Agents with a Theory of Mind: Towards Better Engagement, Education, and EngineeringMurtuza N. Shergadwala, Magy Seif El-Nasr
The role of AI in esports is shifting from leveraging games as a testbed for improving AI algorithms to addressing the needs of the esports players such as enhancing their gaming experience, esports skills, and providing coaching. For AI to be able to effectively address such needs in esports, AI agents require a theory of mind, that is, the ability to infer players' tactics and intents. To that end, in this position paper, we argue for human-in-the-loop approaches for the discovery and computational embedding of the theory of mind within behavioral models of esports players. We discuss that such approaches can be enabled by player-centric investigations on situated cognition that will expand our understanding of the cognitive and other unobservable factors that influence esports players' behaviors. We conclude by discussing the implications of such a research direction in esports as well as broader implications in engineering design and design education.
HCFeb 10, 2021
VINS: Visual Search for Mobile User Interface DesignSara Bunian, Kai Li, Chaima Jemmali et al.
Searching for relative mobile user interface (UI) design examples can aid interface designers in gaining inspiration and comparing design alternatives. However, finding such design examples is challenging, especially as current search systems rely on only text-based queries and do not consider the UI structure and content into account. This paper introduces VINS, a visual search framework, that takes as input a UI image (wireframe, high-fidelity) and retrieves visually similar design examples. We first survey interface designers to better understand their example finding process. We then develop a large-scale UI dataset that provides an accurate specification of the interface's view hierarchy (i.e., all the UI components and their specific location). By utilizing this dataset, we propose an object-detection based image retrieval framework that models the UI context and hierarchical structure. The framework achieves a mean Average Precision of 76.39\% for the UI detection and high performance in querying similar UI designs.
HCJun 19, 2020
Modeling Individual and Team Behavior through Spatio-temporal AnalysisSabbir Ahmad, Andy Bryant, Erica Kleinman et al.
Modeling players' behaviors in games has gained increased momentum in the past few years. This area of research has wide applications, including modeling learners and understanding player strategies, to mention a few. In this paper, we present a new methodology, called Interactive Behavior Analytics (IBA), comprised of two visualization systems, a labeling mechanism, and abstraction algorithms that use Dynamic Time Warping and clustering algorithms. The methodology is packaged in a seamless interface to facilitate knowledge discovery from game data. We demonstrate the use of this methodology with data from two multiplayer team-based games: BoomTown, a game developed by Gallup, and DotA 2. The results of this work show the effectiveness of this method in modeling, and developing human-interpretable models of team and individual behavior.
HCJun 18, 2020
"And then they died": Using Action Sequences for Data Driven,Context Aware Gameplay AnalysisErica Kleinman, Sabbir Ahmad, Zhaoqing Teng et al.
Many successful games rely heavily on data analytics to understand players and inform design. Popular methodologies focus on machine learning and statistical analysis of aggregated data. While effective in extracting information regarding player action, much of the context regarding when and how those actions occurred is lost. Qualitative methods allow researchers to examine context and derive meaningful explanations about the goals and motivations behind player behavior, but are difficult to scale. In this paper, we build on previous work by combining two existing methodologies: Interactive Behavior Analytics (IBA) and sequence analysis (SA), in order to create a novel, mixed methods, human-in-the-loop data analysis methodology that uses behavioral labels and visualizations to allow analysts to examine player behavior in a way that is context sensitive, scalable, and generalizable. We present the methodology along with a case study demonstrating how it can be used to analyze behavioral patterns of teamwork in the popular multiplayer game Defense of the Ancients 2 (DotA 2).
HCJun 18, 2020
Data-Driven Game Development: Ethical ConsiderationsMagy Seif El-Nasr, Erica Kleinman
In recent years, the games industry has made a major move towards data-driven development, using data analytics and player modeling to inform design decisions. Data-driven techniques are beneficial as they allow for the study of player behavior at scale, making them very applicable to modern digital game development. However, with this move towards data driven decision-making comes a number of ethical concerns. Previous work in player modeling as well as work in the fields of AI and machine learning have demonstrated several ways in which algorithmic decision-making can be flawed due to data or algorithmic bias or lack of data from specific groups. Further, black box algorithms create a trust problem due to lack of interpretability and transparency of the results or models developed based on the data, requiring blind faith in the results. In this position paper, we discuss several factors affecting the use of game data in the development cycle. In addition to issues raised by previous work, we also raise issues with algorithms marginalizing certain player groups and flaws in the resulting models due to their inability to reason about situational factors affecting players' decisions. Further, we outline some work that seeks to address these problems and identify some open problems concerning ethics and game data science.
HCJun 18, 2020
Reflection in Game-Based Learning: A Survey of Programming GamesJennifer Villareale, Colan F. Biemer, Magy Seif El-Nasr et al.
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design and research community can benefit from more knowledge of how to facilitate player reflection through game design. In this paper, we examine educational programming games and analyze how reflection is currently supported. We find that current approaches prioritize accuracy over the individual learning process and often only support reflection post-gameplay. Our analysis identifies common reflective features, and we develop a set of open areas for future work. We discuss these promising directions towards engaging the community in developing more mechanics for reflection in educational games.
HCMay 12, 2020
Evaluating the Effect of Timeline Shape on Visualization Task PerformanceSara Di Bartolomeo, Aditeya Pandey, Aristotelis Leventidis et al.
Timelines are commonly represented on a horizontal line, which is not necessarily the most effective way to visualize temporal event sequences. However, few experiments have evaluated how timeline shape influences task performance. We present the design and results of a controlled experiment run on Amazon Mechanical Turk (n=192) in which we evaluate how timeline shape affects task completion time, correctness, and user preference. We tested 12 combinations of 4 shapes -- horizontal line, vertical line, circle, and spiral -- and 3 data types -- recurrent, non-recurrent, and mixed event sequences. We found good evidence that timeline shape meaningfully affects user task completion time but not correctness and that users have a strong shape preference. Building on our results, we present design guidelines for creating effective timeline visualizations based on user task and data types. A free copy of this paper, the evaluation stimuli and data, and code are available at https://osf.io/qr5yu/
AIJun 26, 2018
The Art of Drafting: A Team-Oriented Hero Recommendation System for Multiplayer Online Battle Arena GamesZhengxing Chen, Truong-Huy D Nguyen, Yuyu Xu et al.
Multiplayer Online Battle Arena (MOBA) games have received increasing popularity recently. In a match of such games, players compete in two teams of five, each controlling an in-game avatars, known as heroes, selected from a roster of more than 100. The selection of heroes, also known as pick or draft, takes place before the match starts and alternates between the two teams until each player has selected one hero. Heroes are designed with different strengths and weaknesses to promote team cooperation in a game. Intuitively, heroes in a strong team should complement each other's strengths and suppressing those of opponents. Hero drafting is therefore a challenging problem due to the complex hero-to-hero relationships to consider. In this paper, we propose a novel hero recommendation system that suggests heroes to add to an existing team while maximizing the team's prospect for victory. To that end, we model the drafting between two teams as a combinatorial game and use Monte Carlo Tree Search (MCTS) for estimating the values of hero combinations. Our empirical evaluation shows that hero teams drafted by our recommendation algorithm have significantly higher win rate against teams constructed by other baseline and state-of-the-art strategies.
AIJun 26, 2018
Q-DeckRec: A Fast Deck Recommendation System for Collectible Card GamesZhengxing Chen, Chris Amato, Truong-Huy Nguyen et al.
Deck building is a crucial component in playing Collectible Card Games (CCGs). The goal of deck building is to choose a fixed-sized subset of cards from a large card pool, so that they work well together in-game against specific opponents. Existing methods either lack flexibility to adapt to different opponents or require large computational resources, still making them unsuitable for any real-time or large-scale application. We propose a new deck recommendation system, named Q-DeckRec, which learns a deck search policy during a training phase and uses it to solve deck building problem instances. Our experimental results demonstrate Q-DeckRec requires less computational resources to build winning-effective decks after a training phase compared to several baseline methods.
AIApr 1, 2018
Modeling Individual Differences in Game Behavior using HMMSara Bunian, Alessandro Canossa, Randy Colvin et al.
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 per- formed 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 data, none have explored the use of Hidden Markov Models (HMM) to model individual differences, which is the topic of this paper. In par- ticular, we developed a modeling approach using data col- lected from players playing a Role-Playing Game (RPG). Our proposed approach is two fold: 1. We present a Hidden Markov Model (HMM) of player in-game behaviors to model individual differences, and 2. using the output of the HMM, we generate behavioral features used to classify real world players' characteristics, including game expertise and the big five personality traits. Our results show predictive power for some of personality traits, such as game expertise and conscientiousness, but the most influential factor was game expertise.
SIMar 28, 2018
Modeling Game Avatar Synergy and Opposition through Embedding in Multiplayer Online Battle Arena GamesZhengxing Chen, Yuyu Xu, Truong-Huy D. Nguyen et al.
Multiplayer Online Battle Arena (MOBA) games have received increasing worldwide popularity recently. In such games, players compete in teams against each other by controlling selected game avatars, each of which is designed with different strengths and weaknesses. Intuitively, putting together game avatars that complement each other (synergy) and suppress those of opponents (opposition) would result in a stronger team. In-depth understanding of synergy and opposition relationships among game avatars benefits player in making decisions in game avatar drafting and gaining better prediction of match events. However, due to intricate design and complex interactions between game avatars, thorough understanding of their relationships is not a trivial task. In this paper, we propose a latent variable model, namely Game Avatar Embedding (GAE), to learn avatars' numerical representations which encode synergy and opposition relationships between pairs of avatars. The merits of our model are twofold: (1) the captured synergy and opposition relationships are sensible to experienced human players' perception; (2) the learned numerical representations of game avatars allow many important downstream tasks, such as similar avatar search, match outcome prediction, and avatar pick recommender. To our best knowledge, no previous model is able to simultaneously support both features. Our quantitative and qualitative evaluations on real match data from three commercial MOBA games illustrate the benefits of our model.
SIFeb 22, 2017
EOMM: An Engagement Optimized Matchmaking FrameworkZhengxing Chen, Su Xue, John Kolen et al.
Matchmaking connects multiple players to participate in online player-versus-player games. Current matchmaking systems depend on a single core strategy: create fair games at all times. These systems pair similarly skilled players on the assumption that a fair game is best player experience. We will demonstrate, however, that this intuitive assumption sometimes fails and that matchmaking based on fairness is not optimal for engagement. In this paper, we propose an Engagement Optimized Matchmaking (EOMM) framework that maximizes overall player engagement. We prove that equal-skill based matchmaking is a special case of EOMM on a highly simplified assumption that rarely holds in reality. Our simulation on real data from a popular game made by Electronic Arts, Inc. (EA) supports our theoretical results, showing significant improvement in enhancing player engagement compared to existing matchmaking methods.
SIFeb 21, 2017
Player Skill Decomposition in Multiplayer Online Battle ArenasZhengxing Chen, Yizhou Sun, Magy Seif El-nasr et al.
Successful analysis of player skills in video games has important impacts on the process of enhancing player experience without undermining their continuous skill development. Moreover, player skill analysis becomes more intriguing in team-based video games because such form of study can help discover useful factors in effective team formation. In this paper, we consider the problem of skill decomposition in MOBA (MultiPlayer Online Battle Arena) games, with the goal to understand what player skill factors are essential for the outcome of a game match. To understand the construct of MOBA player skills, we utilize various skill-based predictive models to decompose player skills into interpretative parts, the impact of which are assessed in statistical terms. We apply this analysis approach on two widely known MOBAs, namely League of Legends (LoL) and Defense of the Ancients 2 (DOTA2). The finding is that base skills of in-game avatars, base skills of players, and players' champion-specific skills are three prominent skill components influencing LoL's match outcomes, while those of DOTA2 are mainly impacted by in-game avatars' base skills but not much by the other two.