Player Modeling via Multi-Armed Bandits
- URL: http://arxiv.org/abs/2102.05264v1
- Date: Wed, 10 Feb 2021 05:04:45 GMT
- Title: Player Modeling via Multi-Armed Bandits
- Authors: Robert C. Gray, Jichen Zhu, Dannielle Arigo, Evan Forman and Santiago
Onta\~n\'on
- Abstract summary: We present a novel approach to player modeling based on multi-armed bandits (MABs)
We present an approach to evaluating and fine-tuning these algorithms prior to generating data in a user study.
- Score: 6.64975374754221
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: This paper focuses on building personalized player models solely from player
behavior in the context of adaptive games. We present two main contributions:
The first is a novel approach to player modeling based on multi-armed bandits
(MABs). This approach addresses, at the same time and in a principled way, both
the problem of collecting data to model the characteristics of interest for the
current player and the problem of adapting the interactive experience based on
this model. Second, we present an approach to evaluating and fine-tuning these
algorithms prior to generating data in a user study. This is an important
problem, because conducting user studies is an expensive and labor-intensive
process; therefore, an ability to evaluate the algorithms beforehand can save a
significant amount of resources. We evaluate our approach in the context of
modeling players' social comparison orientation (SCO) and present empirical
results from both simulations and real players.
Related papers
- Enhancing LLM Reasoning via Critique Models with Test-Time and Training-Time Supervision [120.40788744292739]
We propose a two-player paradigm that separates the roles of reasoning and critique models.
We first propose AutoMathCritique, an automated and scalable framework for collecting critique data.
We demonstrate that the critique models consistently improve the actor's performance on difficult queries at test-time.
arXiv Detail & Related papers (2024-11-25T17:11:54Z) - Collaborative-Enhanced Prediction of Spending on Newly Downloaded Mobile Games under Consumption Uncertainty [49.431361908465036]
We propose a robust model training and evaluation framework to mitigate label variance and extremes.
Within this framework, we introduce a collaborative-enhanced model designed to predict user game spending without relying on user IDs.
Our approach demonstrates notable improvements over production models, achieving a remarkable textbf17.11% enhancement on offline data.
arXiv Detail & Related papers (2024-04-12T07:47:02Z) - Difficulty Modelling in Mobile Puzzle Games: An Empirical Study on
Different Methods to Combine Player Analytics and Simulated Data [0.0]
A common practice consists of creating metrics out of data collected by player interactions with the content.
This allows for estimation only after the content is released and does not consider the characteristics of potential future players.
In this article, we present a number of potential solutions for the estimation of difficulty under such conditions.
arXiv Detail & Related papers (2024-01-30T20:51:42Z) - Secrets of RLHF in Large Language Models Part II: Reward Modeling [134.97964938009588]
We introduce a series of novel methods to mitigate the influence of incorrect and ambiguous preferences in the dataset.
We also introduce contrastive learning to enhance the ability of reward models to distinguish between chosen and rejected responses.
arXiv Detail & Related papers (2024-01-11T17:56:59Z) - Has Your Pretrained Model Improved? A Multi-head Posterior Based
Approach [25.927323251675386]
We leverage the meta-features associated with each entity as a source of worldly knowledge and employ entity representations from the models.
We propose using the consistency between these representations and the meta-features as a metric for evaluating pre-trained models.
Our method's effectiveness is demonstrated across various domains, including models with relational datasets, large language models and image models.
arXiv Detail & Related papers (2024-01-02T17:08:26Z) - Are Neural Topic Models Broken? [81.15470302729638]
We study the relationship between automated and human evaluation of topic models.
We find that neural topic models fare worse in both respects compared to an established classical method.
arXiv Detail & Related papers (2022-10-28T14:38:50Z) - Multi-Modal Experience Inspired AI Creation [33.34566822058209]
We study how to generate texts based on sequential multi-modal information.
We firstly design a multi-channel sequence-to-sequence architecture equipped with a multi-modal attention network.
We then propose a curriculum negative sampling strategy tailored for the sequential inputs.
arXiv Detail & Related papers (2022-09-02T11:50:41Z) - On Modality Bias Recognition and Reduction [70.69194431713825]
We study the modality bias problem in the context of multi-modal classification.
We propose a plug-and-play loss function method, whereby the feature space for each label is adaptively learned.
Our method yields remarkable performance improvements compared with the baselines.
arXiv Detail & Related papers (2022-02-25T13:47:09Z) - Towards Action Model Learning for Player Modeling [1.9659095632676098]
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.
We present our findings with using action model learning (AML) to learn a player model in a domain-agnostic manner.
arXiv Detail & Related papers (2021-03-09T19:32:30Z) - Data-driven Koopman Operators for Model-based Shared Control of
Human-Machine Systems [66.65503164312705]
We present a data-driven shared control algorithm that can be used to improve a human operator's control of complex machines.
Both the dynamics and information about the user's interaction are learned from observation through the use of a Koopman operator.
We find that model-based shared control significantly improves task and control metrics when compared to a natural learning, or user only, control paradigm.
arXiv Detail & Related papers (2020-06-12T14:14:07Z) - Sample-Efficient Model-based Actor-Critic for an Interactive Dialogue
Task [27.896714528986855]
We present a model-based reinforcement learning for an interactive dialogue task.
We build on commonly used actor-critic methods, adding an environment model and planner that augments a learning agent to learn.
Our results show that, on a simulation that mimics the interactive task our algorithm requires 70 times fewer samples, compared to the baseline of commonly used model-free algorithm.
arXiv Detail & Related papers (2020-04-28T17:00:59Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.