An inclusive view of player modeling

Adam M. Smith, Chris Lewis, Kenneth Hullet, Anne Sullivan
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引用次数: 76

Abstract

"Player modeling" is a loose concept. It can equally apply to everything from a predictive model of player actions resulting from machine learning to a designer's description of a player's expected reactions in response to some piece of game content. This lack of a precise terminology prevents practitioners from quickly finding introductions to applicable modeling methods or determining viable alternatives to their own techniques. We introduce a vocabulary that distinguishes between the major existing player modeling applications and techniques. Four facets together define the kind for a model: the scope of application, the purpose of use, the domain of modeled details, and the source of a model's derivation or motivation. This vocabulary allows the identification of relevant player modeling methods for particular problems and clarifies the roles that a player model can take.
玩家建模的包容性视角
“玩家建模”是一个松散的概念。它同样适用于从机器学习产生的玩家行为预测模型到设计师对玩家对某些游戏内容的预期反应的描述。由于缺乏精确的术语,从业人员无法快速找到适用建模方法的介绍,也无法确定自己技术的可行替代方案。我们介绍了一个区分现有主要玩家建模应用程序和技术的词汇表。四个方面一起定义了模型的类型:应用范围、使用目的、建模细节的领域,以及模型派生或动机的来源。这个词汇表允许识别特定问题的相关玩家建模方法,并澄清玩家模型可以扮演的角色。
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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