Uma metodologia para modelagem de jogadores baseada em aprendizado de máquina

Detalhes bibliográficos
Ano de defesa: 2013
Autor(a) principal: Marlos Cholodovskis Machado
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal de Minas Gerais
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Link de acesso: https://hdl.handle.net/1843/ESBF-97CLTE
Resumo: Artificial Intelligence (AI) is gradually receiving more attention as a fundamental feature to increase the immersion in digital games. Among the several AI approaches, player modeling is becoming an important one. The main idea is to understand and model the player characteristics and behaviors in order to develop a better AI. It is possible to model player aspects in different levels of abstraction, such as actions, position, preferences, knowledge and satisfaction. This modeling allows games to customize their AI, difficulty or levels to specific players, making the game experience more interesting. In this work, we discuss several aspects of this new field. Since several works have been tackling this problem, we proposed a taxonomy to organize the area, discussing several facets of this topic, ranging from implementation decisions up to what a model attempts to describe. We then classify, in our taxonomy, some of the most important works in this field. Besides the taxonomy, we also presented a generic approach to deal with player modeling using machine learning, and we instantiated this approach to model players' preferences in the game Civilization IV. The instantiation of this approach has several steps. We first discuss a generic representation, regardless of what is being modeled, and evaluate it performing experiments with FPS and strategy games (Counter Strike and Civilization IV, respectively). Results show the effectiveness of this representation in characterizing and modeling agents. By observing matches we were able to infer agents' models; and varying agent's models we were able generate different behaviors.Continuing the instantiation of the proposed approach we evaluated the applicability of using game score information to distinguish different preferences. To perform this task we presented a characterization of virtual agents in the game, comparing their behavior with their stated preferences. Once we have characterized these agents, we were able to observe that different preferences generate different behaviors, measured by several game indicators. Using this information we tackled the preference modeling problem as a binary classification task, with a supervised learning approach. We compared four different methods, based on different paradigms (SVM, AdaBoost, NaiveBayes and JRip), evaluating them on a set of matches played by different virtual agents. We obtained accuracies that improved by far the state of the art. We conclude our work using the learned models to infer human players' preferences. Using some of the evaluated classifiers we obtained accuracies over 60% for most of the inferred preferences.
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spelling 2019-08-13T00:21:25Z2025-09-08T23:56:43Z2019-08-13T00:21:25Z2013-02-18https://hdl.handle.net/1843/ESBF-97CLTEArtificial Intelligence (AI) is gradually receiving more attention as a fundamental feature to increase the immersion in digital games. Among the several AI approaches, player modeling is becoming an important one. The main idea is to understand and model the player characteristics and behaviors in order to develop a better AI. It is possible to model player aspects in different levels of abstraction, such as actions, position, preferences, knowledge and satisfaction. This modeling allows games to customize their AI, difficulty or levels to specific players, making the game experience more interesting. In this work, we discuss several aspects of this new field. Since several works have been tackling this problem, we proposed a taxonomy to organize the area, discussing several facets of this topic, ranging from implementation decisions up to what a model attempts to describe. We then classify, in our taxonomy, some of the most important works in this field. Besides the taxonomy, we also presented a generic approach to deal with player modeling using machine learning, and we instantiated this approach to model players' preferences in the game Civilization IV. The instantiation of this approach has several steps. We first discuss a generic representation, regardless of what is being modeled, and evaluate it performing experiments with FPS and strategy games (Counter Strike and Civilization IV, respectively). Results show the effectiveness of this representation in characterizing and modeling agents. By observing matches we were able to infer agents' models; and varying agent's models we were able generate different behaviors.Continuing the instantiation of the proposed approach we evaluated the applicability of using game score information to distinguish different preferences. To perform this task we presented a characterization of virtual agents in the game, comparing their behavior with their stated preferences. Once we have characterized these agents, we were able to observe that different preferences generate different behaviors, measured by several game indicators. Using this information we tackled the preference modeling problem as a binary classification task, with a supervised learning approach. We compared four different methods, based on different paradigms (SVM, AdaBoost, NaiveBayes and JRip), evaluating them on a set of matches played by different virtual agents. We obtained accuracies that improved by far the state of the art. We conclude our work using the learned models to infer human players' preferences. Using some of the evaluated classifiers we obtained accuracies over 60% for most of the inferred preferences.Universidade Federal de Minas GeraisCiência da ComputaçãoJogos eletrônicosInteligência artificialComputaçãoUma metodologia para modelagem de jogadores baseada em aprendizado de máquinainfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisMarlos Cholodovskis Machadoinfo:eu-repo/semantics/openAccessporreponame:Repositório Institucional da UFMGinstname:Universidade Federal de Minas Gerais (UFMG)instacron:UFMGLuiz ChaimowiczGisele Lobo PappaGisele Lobo PappaWagner Meira JuniorAndré Maurício Cunha CamposA Inteligência Artificial (IA) está recebendo cada vez mais atenção como uma característica fundamental para aumentar a imersão em jogos digitais. Entre as diversas abordagens de IA, uma que está se tornando importante é a modelagem de jogadores. A principal ideia é entendere modelar as características e comportamentos de jogadores para o desenvolvimento de uma IA melhor. A modelagem de diferentes aspectos de jogadores é possível em diferentes níveis de abstração, como ações, posições, preferências e satisfação. Essa modelagem permite que jogos customizem sua IA, dificuldade ou fases, para jogadores específicos, criando uma experiência de jogo mais interessante. Nesse trabalho, nós discutimos vários aspectos dessa nova área. Primeiramente, uma vez que diversos trabalhos têm abordado esse problema, nós propusemos uma taxonomia para organizar esse campo, discutindo diferentes facetas desse tópico, desde decisões de implementação até o que o modelo tenta descrever. Classificamos então, na nossa taxonomia, alguns dos trabalhos mais importantes nessa área. Além da taxonomia, apresentamos também uma abordagem genérica para a modelagem de jogadores utilizando aprendizado de máquina, e instanciamos essa abordagem no problema de modelagem de preferências de jogadores no jogo CIVILIZATION IV.A instanciação dessa abordagem passa por diversas etapas. Discutimos uma representação genérica, independentemente do que estiver sendo modelado, e a avaliamos realizando experimentos com o jogo de estratégia CIVILIZATION IV. Resultados mostram a efetividadede caracterização e modelagem dessa abordagem. Continuando a instanciação da abordagem proposta, avaliamos a aplicabilidade de seutilizar informações de pontuações de jogadores para distinguir diferentes preferências. Para isso apresentamos uma caracterização de agentes virtuais no jogo, comparando seu comportamento com as suas preferências pré-definidas no código-fonte. Uma vez que caracterizamosesses agentes, fomos capazes de observar que diferentes preferências geram diferentes comportamentos. Usando essas informações, atacamos o problema de modelagem de preferências como uma tarefa de classificação binária, com uma abordagem de aprendizado supervisionado. Nós comparamos quatro métodos diferentes, baseados em diferentes paradigmas (SVM, AdaBoost, NaiveBayes e JRip), avaliando-os em um conjunto de partidas jogadas por diferentes agentes virtuais. Atingimos acurácias que superam largamente o estado da arte. Concluindo nosso trabalho, utilizamos os modelos aprendidos para inferir as preferências de jogadores humanos. Utilizando alguns dos classificadores avaliados, obtivemos acurácias acima de 60% para a maioria das preferências avaliadas.UFMGORIGINALmarloscmachado.pdfapplication/pdf1893381https://repositorio.ufmg.br//bitstreams/4690adcd-25fa-4c1a-b8ce-5c5a3e22dee9/download622d522e5d9e2210f2a02d1922bf5bfaMD51trueAnonymousREADTEXTmarloscmachado.pdf.txttext/plain229880https://repositorio.ufmg.br//bitstreams/e2655f16-9e7f-4fb8-a741-d1d0c1797dc2/download2556024323a9c30602a998b4d2c6c528MD52falseAnonymousREAD1843/ESBF-97CLTE2025-09-08 20:56:43.011open.accessoai:repositorio.ufmg.br:1843/ESBF-97CLTEhttps://repositorio.ufmg.br/Repositório InstitucionalPUBhttps://repositorio.ufmg.br/oairepositorio@ufmg.bropendoar:2025-09-08T23:56:43Repositório Institucional da UFMG - Universidade Federal de Minas Gerais (UFMG)false
dc.title.none.fl_str_mv Uma metodologia para modelagem de jogadores baseada em aprendizado de máquina
title Uma metodologia para modelagem de jogadores baseada em aprendizado de máquina
spellingShingle Uma metodologia para modelagem de jogadores baseada em aprendizado de máquina
Marlos Cholodovskis Machado
Jogos eletrônicos
Inteligência artificial
Computação
Ciência da Computação
title_short Uma metodologia para modelagem de jogadores baseada em aprendizado de máquina
title_full Uma metodologia para modelagem de jogadores baseada em aprendizado de máquina
title_fullStr Uma metodologia para modelagem de jogadores baseada em aprendizado de máquina
title_full_unstemmed Uma metodologia para modelagem de jogadores baseada em aprendizado de máquina
title_sort Uma metodologia para modelagem de jogadores baseada em aprendizado de máquina
author Marlos Cholodovskis Machado
author_facet Marlos Cholodovskis Machado
author_role author
dc.contributor.author.fl_str_mv Marlos Cholodovskis Machado
dc.subject.por.fl_str_mv Jogos eletrônicos
Inteligência artificial
Computação
topic Jogos eletrônicos
Inteligência artificial
Computação
Ciência da Computação
dc.subject.other.none.fl_str_mv Ciência da Computação
description Artificial Intelligence (AI) is gradually receiving more attention as a fundamental feature to increase the immersion in digital games. Among the several AI approaches, player modeling is becoming an important one. The main idea is to understand and model the player characteristics and behaviors in order to develop a better AI. It is possible to model player aspects in different levels of abstraction, such as actions, position, preferences, knowledge and satisfaction. This modeling allows games to customize their AI, difficulty or levels to specific players, making the game experience more interesting. In this work, we discuss several aspects of this new field. Since several works have been tackling this problem, we proposed a taxonomy to organize the area, discussing several facets of this topic, ranging from implementation decisions up to what a model attempts to describe. We then classify, in our taxonomy, some of the most important works in this field. Besides the taxonomy, we also presented a generic approach to deal with player modeling using machine learning, and we instantiated this approach to model players' preferences in the game Civilization IV. The instantiation of this approach has several steps. We first discuss a generic representation, regardless of what is being modeled, and evaluate it performing experiments with FPS and strategy games (Counter Strike and Civilization IV, respectively). Results show the effectiveness of this representation in characterizing and modeling agents. By observing matches we were able to infer agents' models; and varying agent's models we were able generate different behaviors.Continuing the instantiation of the proposed approach we evaluated the applicability of using game score information to distinguish different preferences. To perform this task we presented a characterization of virtual agents in the game, comparing their behavior with their stated preferences. Once we have characterized these agents, we were able to observe that different preferences generate different behaviors, measured by several game indicators. Using this information we tackled the preference modeling problem as a binary classification task, with a supervised learning approach. We compared four different methods, based on different paradigms (SVM, AdaBoost, NaiveBayes and JRip), evaluating them on a set of matches played by different virtual agents. We obtained accuracies that improved by far the state of the art. We conclude our work using the learned models to infer human players' preferences. Using some of the evaluated classifiers we obtained accuracies over 60% for most of the inferred preferences.
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2025-09-08T23:56:43Z
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