基于多任务多标签学习的数字游戏鲁棒玩家计划识别

A. Goslen, Daniel Carpenter, Jonathan P. Rowe, R. Azevedo, James C. Lester
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引用次数: 1

摘要

计划识别是球员建模的关键组成部分。玩家计划识别侧重于模拟玩家在游戏过程中如何以及何时选择目标并制定行动序列以实现目标。通过偶尔要求玩家描述他们的计划,我们便能够设计出强大的计划识别模型,并结合玩家的输入去推断玩家的目标和行动序列。在这项工作中,我们提出了一个玩家计划识别框架,该框架利用了嵌入在中学科学教育游戏CRYSTAL ISLAND中的计划支持工具中玩家互动的数据。玩家被提示使用计划工具来描述他们在《水晶岛》中的目标和计划行动。我们使用这些数据设计数据驱动的玩家计划识别模型,使用多标签多任务学习。具体来说,我们比较了单任务和多任务学习方法的目标预测和动作序列预测。结果表明,多任务学习对动作序列预测有显著的好处。此外,我们发现在计划识别模型中加入计划完成的自动检测器可以提高这两个任务的预测性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Robust Player Plan Recognition in Digital Games with Multi-Task Multi-Label Learning
Plan recognition is a key component of player modeling. Player plan recognition focuses on modeling how and when players select goals and formulate action sequences to achieve their goals during gameplay. By occasionally asking players to describe their plans, it is possible to devise robust plan recognition models that jointly reason about player goals and action sequences in coordination with player input. In this work, we present a player plan recognition framework that leverages data from player interactions with a planning support tool embedded in an educational game for middle school science education, CRYSTAL ISLAND. Players are prompted to use the planning tool to describe their goals and planned actions in CRYSTAL ISLAND. We use this data to devise data-driven player plan recognition models using multi-label multi-task learning. Specifically, we compare single-task and multi-task learning approaches for both goal prediction and action sequence prediction. Results indicate that multi-task learning yields significant benefits for action sequence prediction. Additionally, we find that incorporating automated detectors of plan completion in plan recognition models improves predictive performance in both tasks.
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