Generating Interpretable Play-Style Descriptions Through Deep Unsupervised Clustering of Trajectories

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
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.
通过深度无监督轨迹聚类生成可解释的游戏风格描述
在任何游戏中,玩法风格都是一个描述玩家为实现目标所使用的技术和策略的概念。识别玩家的风格是很有必要的,因为它可以启发玩家在不同场景下哪种方法更有效或更糟糕,并告知开发者设计决策的价值。在之前的工作中,我们展示了一种无监督lstm -自动编码器聚类方法,用于游戏风格识别,能够处理多维可变长度的玩家轨迹。我们的模型在模拟和自然环境中的完全和部分轨迹上都证明了其有效性。最后,通过状态频率分析,我们确定并比较了每种游戏风格的属性。这项工作通过展示我们利用时间信息来识别与特定集群相关的决策边界的过程,扩展了这种方法。此外,我们通过将相同的技术应用于《迷你地下城》(另一个玩家建模研究的流行领域),进一步证明了鲁棒性。最后,我们还提出了确定适合描述一般游戏风格行为的平均游戏风格示例的方法,并确定所代表的游戏风格的正确数量。
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 求助全文
来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
×
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
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
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 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信