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| @article{krishnan2021towards,
title={Towards Action Model Learning for Player Modeling},
volume={16},
url={https://ojs.aaai.org/index.php/AIIDE/article/view/7436},
DOI={10.1609/aiide.v16i1.7436},
abstractNote={Player modeling attempts to create a computational model which accurately approximates a player’s behavior in a game. Most player modeling techniques rely on domain knowledge and are not transferable across games. Additionally, player models do not currently yield any explanatory insight about a player’s cognitive processes, such as the creation and refinement of mental models. In this paper, we present our findings with using <em>action model learning</em> (AML), in which an action model is learned given data in the form of a play trace, to learn a player model in a domain-agnostic manner. We demonstrate the utility of this model by introducing a technique to quantitatively estimate how well a player understands the mechanics of a game. We evaluate an existing AML algorithm (FAMA) for player modeling and develop a novel algorithm called Blackout that is inspired by player cognition. We compare Blackout with FAMA using the puzzle game Sokoban and show that Blackout generates better player models.},
number={1},
journal={Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment},
author={Krishnan, Abhijeet and Williams, Aaron and Martens, Chris},
year={2021},
month={Apr.},
pages={238-244}
}
|