While there has been much research done on player modeling in single-player games, player modeling in massively multiplayer online role-playing games (MMORPGs) has remained relatively unstudied. In this paper, we survey and evaluate three classes of player modeling techniques: 1) manual tagging; 2) collaborative filtering; and 3) goal recognition. We discuss the strengths and weaknesses that each technique provides in the MMORPG environment using desiderata that outline the traits an algorithm should posses in an MMORPG. We hope that this discussion as well as the desiderata help future research done in this area. We also discuss how each of these classes of techniques could be applied to the MMORPG genre. In order to demonstrate the value of our analysis, we present a case study from our own work that uses a model-based collaborative filtering algorithm to predict achievements in World of Warcraft. We analyze our results in light of the particular challenges faced by MMORPGs and show how our desiderata can be used to evaluate our technique.
INDEX TERMS
Character intention revision is an essential component of stories, but it has yet to be incorporated into story generation systems. However, intentionality, one component of intention revision, has been explored in both narrative generation and logical formalisms. The IRIS system adopts the belief/desire/intention framework of intentionality from logical formalisms and combines it with preexisting concepts of intentionality in narrative. IRIS also introduces the crucial concept of intention revision for characters in the story. The intent of this synthesis is to create stories with dynamic and believable characters that update their beliefs, replan, and revise their intentions over the course of the story.
In narrative planning, complex, interesting stories are built around plot elements where characters work both competitively and cooperatively to achieve their goals. In contrast to previous intentionality modeling, a narrative story planner might introduce non-optimal character plans that contain flaws or idiosyncrasies for dramatic purpose. The goal of this research project is to introduce a narrative planning system that can be used in a virtual environment to create engaging stories that reflect a predicted user mental model of the narrative.
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