Persona Agents from Playtraces and Emotion

Pedro M. Fernandes, Manuel Lopes, Rui Prada
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Abstract

This paper proposes a novel pipeline for generating agents that simulate player behaviour. By clustering player traces and using evolutionary algorithms to evolve parametric agents to best represent those clusters, our pipeline creates persona agents that represent the behavioural space of players. We here propose clustering playtraces based on behaviour, emotional experience and a mixture of both. We implement the pipeline on a test bed game and using 182 collected player traces with both behavioural and emotional information, we demonstrate that our persona agents can generate diverse player-like behaviour both in the level used to evolve them but also in a previously unseen level. We further find that using emotional information leads to better behavioural coverage on both levels. Although on its early stages, our approach offers a new perspective on how game developers and testers can gather insights on player behaviour without having to rely on extensive user testing.
来自Playtraces和Emotion的角色代理
本文提出了一种新的管道来生成模拟玩家行为的代理。通过聚集玩家轨迹并使用进化算法来进化参数代理以最好地代表这些集群,我们的管道创建了代表玩家行为空间的角色代理。我们在此提出基于行为、情感体验和两者混合的聚类游戏轨迹。我们在测试平台游戏中执行管道,并使用182个收集到的带有行为和情感信息的玩家踪迹,我们证明了我们的角色代理可以在用于发展它们的关卡中以及在以前未见过的关卡中生成不同的玩家行为。我们进一步发现,使用情绪信息会在两个层面上带来更好的行为覆盖。虽然还处于早期阶段,但我们的方法为游戏开发者和测试人员提供了一个新的视角,让他们能够在不依赖大量用户测试的情况下收集玩家行为的见解。
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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