Using Multi-Armed Bandits to Dynamically Update Player Models in an Experience Managed Environment

Anton Vinogradov, Brent E. Harrison
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引用次数: 1

Abstract

Players are often considered to be static in their preferred play styles, but this is often untrue. While in most games this is not an issue, in games where experience managers (ExpMs) control the experience, a shift in a player's preferences can lead to loss of engagement and churn. When an ExpM makes changes to the game world, the game world is now biased in favor of the current player model which will then influence how the ExpM will observe the player's actions, potentially leading to a biased and incorrect player model. In these situations, it is beneficial for the ExpM to recalculate the player model in an efficient manner. In this paper we show that we can use the techniques used to solve multi-armed bandits along with our own idea of distractions to minimize the time it takes to identify what a player's preferences are after they change, compensate for the bias of the game world, and to minimize the number of intrusive elements added to the game world. To evaluate these claims, we use a text-only interactive fiction environment specifically created to be experience managed and to exhibit bias. Our experiments show that multi-armed bandit algorithms can quickly recalculate a player model in response to shifts in a player's preferences compared to several baseline methods.
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在经验管理环境中使用多武装强盗动态更新玩家模型
玩家通常被认为是静态的,但这通常是不正确的。虽然在大多数游戏中这并不是一个问题,但在体验管理者控制游戏体验的游戏中,玩家偏好的转变可能会导致玩家失去粘性和流失。当一个ExpM对游戏世界做出改变时,游戏世界就会偏向于当前的玩家模式,这将影响ExpM如何观察玩家的行为,从而可能导致一个有偏见和错误的玩家模式。在这些情况下,ExpM以一种有效的方式重新计算玩家模型是有益的。在本文中,我们展示了我们可以使用用于解决多武装强盗的技术以及我们自己的干扰想法,以最大限度地减少识别玩家偏好变化后所需的时间,补偿游戏世界的偏差,并减少添加到游戏世界中的侵入性元素的数量。为了评估这些说法,我们使用了一个专门为经验管理和显示偏见而创建的纯文本交互式小说环境。我们的实验表明,与几种基线方法相比,多臂强盗算法可以快速重新计算玩家模型,以响应玩家偏好的变化。
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