player modeling
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2021 ◽  
Author(s):  
Erica Kleinman ◽  
Magy Seif El-Nasr

The rapid increase in the availability of player data and the advancement of player modeling technologies have resulted in an abundance of data-driven systems for the domain of esports, both within academia and the industry. However, there is a notable lack of research exploring how players use their data to gain expertise in the context of esports. In this position paper we discuss the current state of the field and argue that there is a need for further research into how players use their data and what they want from data-driven systems. We argue that such knowledge would be invaluable to better design data-driven systems that can aid players in gaining expertise and mastering gameplay.


10.2196/19968 ◽  
2020 ◽  
Vol 8 (4) ◽  
pp. e19968
Author(s):  
Zhao Zhao ◽  
Ali Arya ◽  
Rita Orji ◽  
Gerry Chan

Background Gamification and persuasive games are effective tools to motivate behavior change, particularly to promote daily physical activities. On the one hand, studies have suggested that a one-size-fits-all approach does not work well for persuasive game design. On the other hand, player modeling and recommender systems are increasingly used for personalizing content. However, there are few existing studies on how to build comprehensive player models for personalizing gamified systems, recommending daily physical activities, or the long-term effectiveness of such gamified exercise-promoting systems. Objective This paper aims to introduce a gamified, 24/7 fitness assistant system that provides personalized recommendations and generates gamified content targeted at individual users to bridge the aforementioned gaps. This research aims to investigate how to design gamified physical activity interventions to achieve long-term engagement. Methods We proposed a comprehensive model for gamified fitness recommender systems that uses detailed and dynamic player modeling and wearable-based tracking to provide personalized game features and activity recommendations. Data were collected from 40 participants (23 men and 17 women) who participated in a long-term investigation on the effectiveness of our recommender system that gradually establishes and updates an individual player model (for each unique user) over a period of 60 days. Results Our results showed the feasibility and effectiveness of the proposed system, particularly for generating personalized exercise recommendations using player modeling. There was a statistically significant difference among the 3 groups (full, personalized, and gamified) for overall motivation (F3,36=22.49; P<.001), satisfaction (F3,36=22.12; P<.001), and preference (F3,36=15.0; P<.001), suggesting that both gamification and personalization have positive effects on the levels of motivation, satisfaction, and preference. Furthermore, qualitative results revealed that a customized storyline was the most requested feature, followed by a multiplayer mode, more quality recommendations, a feature for setting and tracking fitness goals, and more location-based features. Conclusions On the basis of these results and drawing from the gamer modeling literature, we conclude that personalizing recommendations using player modeling and gamification can improve participants’ engagement and motivation toward fitness activities over time.


Author(s):  
Robert C. Gray ◽  
Jichen Zhu ◽  
Danielle Arigo ◽  
Evan Forman ◽  
Santiago Ontañón
Keyword(s):  

2020 ◽  
Author(s):  
Zhao Zhao ◽  
Ali Arya ◽  
Rita Orji ◽  
Gerry Chan

BACKGROUND Gamification and persuasive games are effective tools to motivate behavior change, particularly to promote daily physical activities. On the one hand, studies have suggested that a <i>one-size-fits-all</i> approach does not work well for persuasive game design. On the other hand, player modeling and recommender systems are increasingly used for personalizing content. However, there are few existing studies on how to build comprehensive player models for personalizing gamified systems, recommending daily physical activities, or the long-term effectiveness of such gamified exercise-promoting systems. OBJECTIVE This paper aims to introduce a gamified, 24/7 fitness assistant system that provides personalized recommendations and generates gamified content targeted at individual users to bridge the aforementioned gaps. This research aims to investigate how to design gamified physical activity interventions to achieve long-term engagement. METHODS We proposed a comprehensive model for gamified fitness recommender systems that uses detailed and dynamic player modeling and wearable-based tracking to provide personalized game features and activity recommendations. Data were collected from 40 participants (23 men and 17 women) who participated in a long-term investigation on the effectiveness of our recommender system that gradually establishes and updates an individual player model (for each unique user) over a period of 60 days. RESULTS Our results showed the feasibility and effectiveness of the proposed system, particularly for generating personalized exercise recommendations using player modeling. There was a statistically significant difference among the 3 groups (full, personalized, and gamified) for overall motivation (<i>F</i><sub>3,36</sub>=22.49; <i>P</i>&lt;.001), satisfaction (<i>F</i><sub>3,36</sub>=22.12; <i>P</i>&lt;.001), and preference (<i>F</i><sub>3,36</sub>=15.0; <i>P</i>&lt;.001), suggesting that both gamification and personalization have positive effects on the levels of motivation, satisfaction, and preference. Furthermore, qualitative results revealed that a customized storyline was the most requested feature, followed by a multiplayer mode, more quality recommendations, a feature for setting and tracking fitness goals, and more location-based features. CONCLUSIONS On the basis of these results and drawing from the gamer modeling literature, we conclude that personalizing recommendations using player modeling and gamification can improve participants’ engagement and motivation toward fitness activities over time. CLINICALTRIAL


2020 ◽  
Vol 34 (09) ◽  
pp. 13404-13411
Author(s):  
Adam M. Smith ◽  
Daniel Shapiro

We need to teach AI to students in and outside of traditional computer science degree programs, including those designer-engineer hybrid students who will design and implement games or engage in technical games research later. The need to rethink AI curriculum is pressing in a design education context because AI powers many emerging practical techniques such as drama management, procedural content generation, player modeling, and machine playtesting. In this paper, we describe a 5-year experimental effort to teach a Game AI course structured around a broad and expanding set of roles AI can play in game design (e.g., Adversary and Actor, as well as Design Assistant and Storyteller). This course sets up computer science and computer game design students to transform practices in the game industry as well as create new forms of media that were previously unreachable. Our students gained mastery over the relevant techniques and further demonstrated (via novel prototype systems) many new roles for AI along the way.


2020 ◽  
Author(s):  
◽  
Alberto Alvarez

As AI develops, grows, and expands, the more benefits we can have from it. AI is used in multiple fields to assist humans, such as object recognition, self-driving cars, or design tools. However, AI could be used for more than assisting humans in their tasks. It could be employed to collaborate with humans as colleagues in shared tasks, which is usually described as Mixed-Initiative (MI) paradigm. This paradigm creates an interactive scenario that leverage on AI and human strengths with an alternating and proactive initiative to approach a task. However, this paradigm introduces several challenges. For instance, there must be an understanding between humans and AI, where autonomy and initiative become negotiation tokens. In addition, control and expressiveness need to be taken into account to reach some goals. Moreover, although this paradigm has a broader application, it is especially interesting for creative tasks such as games, which are mainly created in collaboration. Creating games and their content is a hard and complex task, since games are content-intensive, multi-faceted, and interacted by external users. Therefore, this thesis explores MI collaboration between human game designers and AI for the co-creation of games, where the AI's role is that of a colleague with the designer. The main hypothesis is that AI can be incorporated in systems as a collaborator, enhancing design tools, fostering human creativity, reducing their workload, and creating adaptive experiences. Furthermore, This collaboration arises several dynamic properties such as control, expressiveness, and initiative, which are all central to this thesis. Quality-Diversity algorithms combined with control mechanisms and interactions for the designer are proposed to investigate this collaboration and properties. Designer and Player modeling is also explored, and several approaches are proposed to create a better workflow, establish adaptive experiences, and enhance the interaction. Through this, it is demonstrated the potential and benefits of these algorithms and models in the MI paradigm.


Author(s):  
Katia Lida Kermanidis

Machine learning approaches to player modeling traditionally employ a high-level game-knowledge-based feature for representing game sessions, and often player behavioral features as well. The present work makes use of generic low-level features and latent semantic analysis for unsupervised player modeling, but mostly for revealing underlying hidden information regarding game semantics that is not easily detectable beforehand.


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