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Generalised Player Modelling: Why Artificial Intelligence in Games Should Incorporate Meaning, with a Formalism for so Doing

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HCI in Games (HCII 2020)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12211))

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Abstract

General game-playing artificial intelligence (AI) has recently seen important advances due to the various techniques known as ‘deep learning’. However, in terms of human-computer interaction, the advances conceal a major limitation: these algorithms do not incorporate any sense of what human players find meaningful in games.

I argue that adaptive game AI will be enhanced by a generalised player model, because games are inherently human artefacts which require some encoding of the human perspective in order to respond naturally to individual players. The player model provides constraints on the adaptive AI, which allow it to encode aspects of what human players find meaningful. I propose that a general player model requires parameters for the subjective experience of play, including: player psychology, game structure, and actions of play. I argue that such a player model would enhance efficiency of per-game solutions, and also support study of game-playing by allowing (within-player) comparison between games, or (within-game) comparison between players (human and AI).

Here we detail requirements for functional adaptive AI, arguing from first-principles drawn from games research literature, and propose a formal specification for a generalised player model based on our ‘Behavlets’ method for psychologically-derived player modelling.

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Notes

  1. 1.

    A priori knowledge includes knowledge of ‘realistic’ or ‘natural’ elements. This can help when adapting, as some changes need not be explicitly explained, such as the trivial example of player opponents that increase in toughness as they increase in size. A priori can also refer to game design patterns, existing conventions which somewhat binds developers to the forms of previous work in their chosen genre.

  2. 2.

    With a non-rational learning human player at the core of gameplay (who may display high choice variance, i.e. infer different predicates based on the same observations), game processes are usually strictly non-Markovian; however they can still be given Markovian representations as a simplifying assumption.

  3. 3.

    Although continuous systems are constrained to have finite duration of input times, they may have infinite number of inputs defined as vector field maps from an input manifold. This permits a model consistent with the player’s point of view, which is an important part of creating psychologically relevant models.

  4. 4.

    This is a rare occasion when a magic square becomes a Magic Circle (in the sense of Huizinga, not Yang Hui)!.

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Cowley, B.U. (2020). Generalised Player Modelling: Why Artificial Intelligence in Games Should Incorporate Meaning, with a Formalism for so Doing. In: Fang, X. (eds) HCI in Games. HCII 2020. Lecture Notes in Computer Science(), vol 12211. Springer, Cham. https://doi.org/10.1007/978-3-030-50164-8_1

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  • DOI: https://doi.org/10.1007/978-3-030-50164-8_1

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