This article has been published at the Dagstuhl Seminar 22251 "Human-Game AI Interaction". The original publication, along with its bibtex entry and other information can be found here.
Artificial Intelligence (AI) in games has already been extensively used for the purposes of modeling players [26, 19]. This working group viewed issues of player modeling through the lens of personalized assistance, focusing on the horizon(s) that such models could use to learn from the past and to predict the future. While the scope and purpose of player models can vary [19], this working group focused on models of an individual person/player which can be generative in scope, i.e. generating "data where a human player could otherwise be consulted" [19].
Generators build upon design theories both explicitly and implicitly. Explicit models result from deliberate choices of a system designer to encode a form of the design knowledge for a domain (e.g., mazes) or a design process (e.g., the Mechanics, Dynamics, and Aesthetic framework). Implicit models are encoded within unacknowledged commitments expressed through algorithmic details (e.g., data structures, representation, generative methods) that may require critical analysis to be uncovered. Uncovering and acknowledging both the explicitly and implicitly encoded theories about the design process is key to learning from generators. Comparing them to each other and generalizing lessons learned from individual systems will lead to a broader, more inclusive, formal theory of game design. By examining the gap between generated products and exemplars made by human designers, it is possible to better understand the nature of the artifact being procedurally designed, thus building a formal theory of the artifacts being designed as well as the process taken to design them.
Horizon of past user activities and horizon of predicted future trends, used for choosing actions to take on the part of the assistive AI.
As a central issue of the topic tackled by the working group was the "long-term" aspect, it is important to define the scope of such temporal and contextual information. As depicted in the above figure, the main questions on this aspect revolve around (a) the horizon of past user actions (and their context) that the model will learn from, and (b) the horizon of future expectations that the AI can predict and assist towards.
The working group identified that a personalized computational model could learn patterns from a very long-term history of player behavior at low granularity (with metrics such as game purchase behavior and/or playtime), a mid-term history within one game (spanning e.g. multiple days or weeks), or short-term history spanning a few actions or game-states within the current game context. In terms of what predictions the model could make, the working group similarly identified short-term predictions regarding actions within the current game session (e.g. whether the player would fail in an upcoming challenge), mid-term predictions regarding behaviors within the same game (e.g. which parts of future game content the player would enjoy and how), or longer-term predictions (e.g. when the player would quit this game, or which games they would pick up after it).
We note here that an assistant AI does not necessarily require prediction of future states in order to provide assistance, as it can operate without output [27] by detecting patterns between this player and a broader player corpus through unsupervised learning (as would be the case for recommender systems, for instance). However, the context of the assistance similarly fits the same time-scales as player predictions, from short-term assistance regarding e.g. a current problem the player is facing in this phase/location of the game versus long-term assistance in terms of e.g. similar games they can play once they finish this game.
At this level of granularity, there is an abundance of examples to draw from in commercial and research applications modeling past and future horizons. Indicatively, player profiles on Steam take into account game purchases in order to provide similar games to recommend in the player's discovery queue [12] (long-term past for long-term future). On the other end of the spectrum, AI replicants [16] that follow the low-level decision-making of a single player in a singular context (e.g. level layout and opponent) can be used to simulate the next in-game actions (short-term past for short-term future). On a more realistic mid-term assistance, the Drivatar models [20] learn how to drive as a player would and can generate complete playthroughs through sequences of short-term decisions in the style of the player, even in unseen tracks (mid-term past for short-term future). While not explicitly aimed to assist players, similar work on churn prediction [8] focuses on learning patterns from a player's long- or mid-term gameplaying and purchase history in order to predict when players may quit playing the game (long-/mid-term past for mid-term future); these predictions are often used to provide players with interesting content or power-ups in the short-term in order to delay players from dropping out.
While to a large extent the algorithms for player modeling are already mature, a more pertinent issue relates to the type of assistance that such models can offer to players. Through extensive brainstorming, the working group identified the following non-exhaustive list of assistant AI actions:
The issue of assistance was central in this particular envisioned application of AI, specifically regarding how (in)visible the assistant would be (e.g. performing difficulty adjustment or aim assistance behind the scenes versus coaching players to better handle the game's challenges). Relatedly, whether the assistance would be on-demand by the player or always in effect would impact the type of assistance the AI can provide as well as issues of players' perception of the AI and explainability requirements. Based on the type of assistance and how it is presented to the player, such AI could take the role of salesperson, tutor, gamemaster, commentator, tour guide, and even as general on-demand virtual assistant similar to Siri or Google Assistant but within the game.
As a final dimension regarding the goals of the assistant, the player model could be trained to focus on a variety of metrics or key performance indicators (KPIs) of the player. The following non-exhaustive list covers some KPIs of interest:
After these high-level implications of personalized AI assistance were laid out, the working group focused on two practical examples, both including nudging player behaviors to better experience a game as-is (without new content being generated for it). The first example was focused on narrative-based games with explicit role-playing decision points. Speculative work under this more narrow use-case explored different ways of nudging the player's decisions in terms of their invasiveness (i.e. how much the AI takes over the decision-making) and the subconscious nature of the nudging (i.e. whether the player might understand that they are being manipulated). The second example was focused on assisting players to brake within a racing game, which relies on kinesthetic player behavior and the AI aims to reduce the challenge of an existing game. Speculative work to address this issue identified audiovisual feedback in real-time as the most intuitive way of AI assistance, exploring how audio or visual feedback could be more or less invasive (e.g. a popup foreshadowing the type of upcoming turn, versus a ghost trail of the ideal trajectory for taking the turn). The two practical examples allowed for some more in-depth discussion on the specific challenges that would need to be addressed when developing personalized AI assistants.
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This article has been published at the Dagstuhl Seminar 22251 "Human-Game AI Interaction". The original publication, along with its bibtex entry and other information can be found here.