Cognitive Shadowing for Learning Opponents in a Strategy Game Experiment: Using Machine Learning to Counter Players’ Strategies

Léandre Lavoie-Hudon, D. Lafond, Katherine Labonté, S. Tremblay
{"title":"Cognitive Shadowing for Learning Opponents in a Strategy Game Experiment: Using Machine Learning to Counter Players’ Strategies","authors":"Léandre Lavoie-Hudon, D. Lafond, Katherine Labonté, S. Tremblay","doi":"10.1145/3450337.3483453","DOIUrl":null,"url":null,"abstract":"While non-player opponents in commercial video games often rely on simple artificial intelligence techniques, machine learning techniques that capture human strategies could make them more engaging. Cognitive Shadow is a prototype tool that combines several artificial intelligence techniques to continuously model human decision-making patterns during tasks that require categorical decision-making. The present study aims to assess the potential of Cognitive Shadow to create learning opponents that will counter the player's decisions in a strategy game, making it more challenging and engaging. The game developed to this end is a more complex version of rock-paper-scissors, set within the context of a wizards’ duel. Each participant (Player 1) took part in three game sessions of 12 battles (each including five rounds), only being told that they would face a non-player opponent. During Session 1, Cognitive Shadow was in learning mode, thus the non-player opponent (Player 2) chose its plays at random. During Session 2, Cognitive Shadow was active and helped counter participants’ decisions without their knowledge. Before Session 3, participants were informed that their opponent was using machine learning to anticipate and counter their strategy. The results showed that Player 2 was more effective with the help of Cognitive Shadow, having won significantly more battles in Sessions 2 and 3 than in Session 1. In addition, the level of engagement reported by human players increased significantly in Session 3. These results indicate that cognitive shadowing can be used in a strategy game to increase engagement when players are aware of the learning behavior.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"23 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3450337.3483453","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

While non-player opponents in commercial video games often rely on simple artificial intelligence techniques, machine learning techniques that capture human strategies could make them more engaging. Cognitive Shadow is a prototype tool that combines several artificial intelligence techniques to continuously model human decision-making patterns during tasks that require categorical decision-making. The present study aims to assess the potential of Cognitive Shadow to create learning opponents that will counter the player's decisions in a strategy game, making it more challenging and engaging. The game developed to this end is a more complex version of rock-paper-scissors, set within the context of a wizards’ duel. Each participant (Player 1) took part in three game sessions of 12 battles (each including five rounds), only being told that they would face a non-player opponent. During Session 1, Cognitive Shadow was in learning mode, thus the non-player opponent (Player 2) chose its plays at random. During Session 2, Cognitive Shadow was active and helped counter participants’ decisions without their knowledge. Before Session 3, participants were informed that their opponent was using machine learning to anticipate and counter their strategy. The results showed that Player 2 was more effective with the help of Cognitive Shadow, having won significantly more battles in Sessions 2 and 3 than in Session 1. In addition, the level of engagement reported by human players increased significantly in Session 3. These results indicate that cognitive shadowing can be used in a strategy game to increase engagement when players are aware of the learning behavior.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
在策略游戏实验中学习对手的认知阴影:使用机器学习来对抗玩家的策略
虽然商业电子游戏中的非玩家对手通常依赖于简单的人工智能技术,但捕捉人类策略的机器学习技术可以使他们更具吸引力。认知阴影是一个原型工具,它结合了几种人工智能技术,在需要分类决策的任务中持续建模人类决策模式。目前的研究旨在评估认知阴影的潜力,以创造学习型对手,对抗玩家在策略游戏中的决策,使其更具挑战性和吸引力。为此而开发的游戏是一个更复杂的剪刀石头布游戏,以巫师决斗为背景。每个参与者(玩家1)参加了3个12场战斗的游戏回合(每个回合包括5个回合),只被告知他们将面对一个非玩家对手。在第1阶段,Cognitive Shadow处于学习模式,因此非玩家对手(玩家2)随机选择其玩法。在第二阶段,认知阴影是活跃的,并在参与者不知情的情况下帮助他们做出决定。在第三阶段之前,参与者被告知他们的对手正在使用机器学习来预测和反击他们的策略。结果显示,在认知阴影的帮助下,玩家2的效率更高,在第2和第3阶段赢得的战斗明显多于第1阶段。此外,人类玩家在第3阶段的参与度也显著提高。这些结果表明,当玩家意识到学习行为时,可以在策略游戏中使用认知阴影来提高参与度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Walt Disney Imagineering: Decades of Innovation and Play The Game of Video Game Objects: A Minimal Theory of when we see Pixels as Objects rather than Pictures Negotiating Systemic Racial and Gender Bias as a Minoritized Adult Design Researcher Videogame Rewards and Prosocial Behaviour Supporting the Design of Flexible Game Systems
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1