Branden Ingram;Clint van Alten;Richard Klein;Benjamin Rosman
{"title":"Generating Interpretable Play-Style Descriptions Through Deep Unsupervised Clustering of Trajectories","authors":"Branden Ingram;Clint van Alten;Richard Klein;Benjamin Rosman","doi":"10.1109/TG.2023.3299074","DOIUrl":null,"url":null,"abstract":"In any game, play style is a concept that describes the technique and strategy employed by a player to achieve a goal. Identifying a player's style is desirable as it can enlighten players on which approaches work better or worse in different scenarios and inform developers of the value of design decisions. In previous work, we demonstrated an unsupervised LSTM-autoencoder clustering approach for play-style identification capable of handling multidimensional variable length player trajectories. The efficacy of our model was demonstrated on both complete and partial trajectories in both a simulated and natural environment. Lastly, through state frequency analysis, the properties of each of the play styles were identified and compared. This work expands on this approach by demonstrating a process by which we utilize temporal information to identify the decision boundaries related to particular clusters. Additionally, we demonstrate further robustness by applying the same techniques to \n<italic>MiniDungeons</i>\n, another popular domain for player modeling research. Finally, we also propose approaches for determining mean play-style examples suitable for describing general play-style behaviors and for determining the correct number of represented play-styles.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"15 4","pages":"507-516"},"PeriodicalIF":1.7000,"publicationDate":"2023-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Games","FirstCategoryId":"94","ListUrlMain":"https://ieeexplore.ieee.org/document/10194973/","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE","Score":null,"Total":0}
引用次数: 0
Abstract
In any game, play style is a concept that describes the technique and strategy employed by a player to achieve a goal. Identifying a player's style is desirable as it can enlighten players on which approaches work better or worse in different scenarios and inform developers of the value of design decisions. In previous work, we demonstrated an unsupervised LSTM-autoencoder clustering approach for play-style identification capable of handling multidimensional variable length player trajectories. The efficacy of our model was demonstrated on both complete and partial trajectories in both a simulated and natural environment. Lastly, through state frequency analysis, the properties of each of the play styles were identified and compared. This work expands on this approach by demonstrating a process by which we utilize temporal information to identify the decision boundaries related to particular clusters. Additionally, we demonstrate further robustness by applying the same techniques to
MiniDungeons
, another popular domain for player modeling research. Finally, we also propose approaches for determining mean play-style examples suitable for describing general play-style behaviors and for determining the correct number of represented play-styles.