A binary classification approach for automatic preference modeling of virtual agents in Civilization IV

Marlos C. Machado, G. Pappa, L. Chaimowicz
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引用次数: 8

Abstract

Player Modeling tries to model players behaviors and characteristics during a game. When these are related to more abstract preferences, the process is normally called Preference Modeling. In this paper we infer Civilization IV's virtual agents preferences with classifiers based on support vector machines. Our vectors contain score indicators from agents gameplay, allowing us to predict preferences based on the indirect observations of actions. We model this task as a binary classification problem, allowing us to make more precise inference. In this sense, we leveraged previous approaches that also used kernel machines but relied on different preference levels. Using binary classification and parameter optimization, our method is able to predict some agents preferences with an accuracy of 100%. Moreover, it is also capable of generalizing to different agents, being able to predict preferences of agents that were not used in the training process.
《文明IV》虚拟主体偏好自动建模的二元分类方法
玩家建模试图模拟玩家在游戏中的行为和特征。当这些与更抽象的偏好相关时,这个过程通常被称为偏好建模。本文采用基于支持向量机的分类器来推断《文明IV》虚拟代理的偏好。我们的向量包含来自代理玩法的得分指标,允许我们基于对行动的间接观察来预测偏好。我们将这个任务建模为一个二元分类问题,使我们能够做出更精确的推断。从这个意义上说,我们利用了以前的方法,这些方法也使用内核机器,但依赖于不同的首选级。通过二元分类和参数优化,我们的方法能够以100%的准确率预测一些智能体的偏好。此外,它还能够推广到不同的代理,能够预测未在训练过程中使用的代理的偏好。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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