Using Decision Theory for Player Analysis in Pacman

Benjamin Cowley, Darryl Charles, Michaela M Black, Ray J Hickey

    Forskningsoutput: Kapitel i bok/rapport/konferenshandlingKonferensbidragVetenskapligPeer review

    Sammanfattning

    Computer and videogames have been described using several formal systems – in this paper we consider them as Information Systems. In particular, we use a Decision Theoretic approach to model players dynamically in real- time Pacman (Namco 1980). The method described provides low-level in-game data capture which can provide a simple metric of challenge and player skill, which are key components in measuring the optimality of player experience based on Flow theory. Our approach is based on the calculation of optimal choices available to a player based on key utilities for a given game state. Our hypothesis is that observing a player’s deviation from an expected path can reveal their play preferences and skill, and help enhance our player models. Improved models will then enable in-game adaptation, to better suit individual players. In this paper we outline the basic principle of this approach and discuss the results of our first experiment. Keywords:
    Originalspråkengelska
    Titel på gästpublikationProceedings of Simulation of Adaptive Behavior 2006 : Workshop on Adaptive Approaches to Optimizing Player Satisfaction in Computer and Physical Games
    RedaktörerGeorgios Yannakakis, John Hallam
    Antal sidor10
    UtgivningsortRome
    Utgivningsdatum2006
    Sidor41-50
    StatusPublicerad - 2006
    MoE-publikationstypA4 Artikel i en konferenspublikation

    Citera det här

    Cowley, B., Charles, D., Black, M. M., & Hickey, R. J. (2006). Using Decision Theory for Player Analysis in Pacman. I G. Yannakakis, & J. Hallam (Red.), Proceedings of Simulation of Adaptive Behavior 2006: Workshop on Adaptive Approaches to Optimizing Player Satisfaction in Computer and Physical Games (s. 41-50). Rome.
    Cowley, Benjamin ; Charles, Darryl ; Black, Michaela M ; Hickey, Ray J. / Using Decision Theory for Player Analysis in Pacman. Proceedings of Simulation of Adaptive Behavior 2006: Workshop on Adaptive Approaches to Optimizing Player Satisfaction in Computer and Physical Games. redaktör / Georgios Yannakakis ; John Hallam. Rome, 2006. s. 41-50
    @inproceedings{43f2c7fb9e014c7a9c25fe0a0b16018d,
    title = "Using Decision Theory for Player Analysis in Pacman",
    abstract = "Computer and videogames have been described using several formal systems – in this paper we consider them as Information Systems. In particular, we use a Decision Theoretic approach to model players dynamically in real- time Pacman (Namco 1980). The method described provides low-level in-game data capture which can provide a simple metric of challenge and player skill, which are key components in measuring the optimality of player experience based on Flow theory. Our approach is based on the calculation of optimal choices available to a player based on key utilities for a given game state. Our hypothesis is that observing a player’s deviation from an expected path can reveal their play preferences and skill, and help enhance our player models. Improved models will then enable in-game adaptation, to better suit individual players. In this paper we outline the basic principle of this approach and discuss the results of our first experiment. Keywords:",
    author = "Benjamin Cowley and Darryl Charles and Black, {Michaela M} and Hickey, {Ray J}",
    note = "Volume: Proceeding volume:",
    year = "2006",
    language = "English",
    pages = "41--50",
    editor = "Georgios Yannakakis and John Hallam",
    booktitle = "Proceedings of Simulation of Adaptive Behavior 2006",

    }

    Cowley, B, Charles, D, Black, MM & Hickey, RJ 2006, Using Decision Theory for Player Analysis in Pacman. i G Yannakakis & J Hallam (red), Proceedings of Simulation of Adaptive Behavior 2006: Workshop on Adaptive Approaches to Optimizing Player Satisfaction in Computer and Physical Games. Rome, s. 41-50.

    Using Decision Theory for Player Analysis in Pacman. / Cowley, Benjamin; Charles, Darryl; Black, Michaela M; Hickey, Ray J.

    Proceedings of Simulation of Adaptive Behavior 2006: Workshop on Adaptive Approaches to Optimizing Player Satisfaction in Computer and Physical Games. red. / Georgios Yannakakis; John Hallam. Rome, 2006. s. 41-50.

    Forskningsoutput: Kapitel i bok/rapport/konferenshandlingKonferensbidragVetenskapligPeer review

    TY - GEN

    T1 - Using Decision Theory for Player Analysis in Pacman

    AU - Cowley, Benjamin

    AU - Charles, Darryl

    AU - Black, Michaela M

    AU - Hickey, Ray J

    N1 - Volume: Proceeding volume:

    PY - 2006

    Y1 - 2006

    N2 - Computer and videogames have been described using several formal systems – in this paper we consider them as Information Systems. In particular, we use a Decision Theoretic approach to model players dynamically in real- time Pacman (Namco 1980). The method described provides low-level in-game data capture which can provide a simple metric of challenge and player skill, which are key components in measuring the optimality of player experience based on Flow theory. Our approach is based on the calculation of optimal choices available to a player based on key utilities for a given game state. Our hypothesis is that observing a player’s deviation from an expected path can reveal their play preferences and skill, and help enhance our player models. Improved models will then enable in-game adaptation, to better suit individual players. In this paper we outline the basic principle of this approach and discuss the results of our first experiment. Keywords:

    AB - Computer and videogames have been described using several formal systems – in this paper we consider them as Information Systems. In particular, we use a Decision Theoretic approach to model players dynamically in real- time Pacman (Namco 1980). The method described provides low-level in-game data capture which can provide a simple metric of challenge and player skill, which are key components in measuring the optimality of player experience based on Flow theory. Our approach is based on the calculation of optimal choices available to a player based on key utilities for a given game state. Our hypothesis is that observing a player’s deviation from an expected path can reveal their play preferences and skill, and help enhance our player models. Improved models will then enable in-game adaptation, to better suit individual players. In this paper we outline the basic principle of this approach and discuss the results of our first experiment. Keywords:

    M3 - Conference contribution

    SP - 41

    EP - 50

    BT - Proceedings of Simulation of Adaptive Behavior 2006

    A2 - Yannakakis, Georgios

    A2 - Hallam, John

    CY - Rome

    ER -

    Cowley B, Charles D, Black MM, Hickey RJ. Using Decision Theory for Player Analysis in Pacman. I Yannakakis G, Hallam J, redaktörer, Proceedings of Simulation of Adaptive Behavior 2006: Workshop on Adaptive Approaches to Optimizing Player Satisfaction in Computer and Physical Games. Rome. 2006. s. 41-50