2010
DOI: 10.1016/j.entcom.2010.09.002
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A motivational framework for analyzing player and virtual agent behavior

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Cited by 10 publications
(8 citation statements)
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References 34 publications
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“…Found papers Included papers "player modeling" and "intrinsic motivation" 69 [11] "player modeling" and "competence" 132 [51,55,11] "player modeling" and "autonomy" 147 [11] "player modeling" and "relatedness" 23 [11] "player modeling" and "curiosity" 136 [27,11,53,65,25] "artificial intelligence" and "game testing" and "intrinsic motivation" 37 [20] "artificial intelligence" and "game testing" and "competence" 76 [20] "artificial intelligence" and "game testing" and "autonomy" 41 [20] "artificial intelligence" and "game testing" and "relatedness" 10 0 "artificial intelligence" and "game testing" and "curiosity" 78 [20] "player experience" and "intrinsic motivation" and "computational model" 32 [24,50] "player experience" and "competence" and "computational model" 53 [14,3,51,55,24,50] "player experience" and "autonomy" and "computational model" 48 [24] "player experience" and "relatedness" and "computational model" 11 [23,24] "player experience" and "curiosity" and "computational model" 51 [24,53,50] In addition to the explicit, algorithmic motivation models reviewed in this paper, simulated player agents can also utilize implicit, data-based models learned from real players. For example, the state-dependent probabilities of actions observed in real players have been included in the upper confidence bound (UCB) formula of Monte Carlo tree search [17,38].…”
Section: Searched Termsmentioning
confidence: 99%
See 1 more Smart Citation
“…Found papers Included papers "player modeling" and "intrinsic motivation" 69 [11] "player modeling" and "competence" 132 [51,55,11] "player modeling" and "autonomy" 147 [11] "player modeling" and "relatedness" 23 [11] "player modeling" and "curiosity" 136 [27,11,53,65,25] "artificial intelligence" and "game testing" and "intrinsic motivation" 37 [20] "artificial intelligence" and "game testing" and "competence" 76 [20] "artificial intelligence" and "game testing" and "autonomy" 41 [20] "artificial intelligence" and "game testing" and "relatedness" 10 0 "artificial intelligence" and "game testing" and "curiosity" 78 [20] "player experience" and "intrinsic motivation" and "computational model" 32 [24,50] "player experience" and "competence" and "computational model" 53 [14,3,51,55,24,50] "player experience" and "autonomy" and "computational model" 48 [24] "player experience" and "relatedness" and "computational model" 11 [23,24] "player experience" and "curiosity" and "computational model" 51 [24,53,50] In addition to the explicit, algorithmic motivation models reviewed in this paper, simulated player agents can also utilize implicit, data-based models learned from real players. For example, the state-dependent probabilities of actions observed in real players have been included in the upper confidence bound (UCB) formula of Monte Carlo tree search [17,38].…”
Section: Searched Termsmentioning
confidence: 99%
“…Bostan [11] proposed a motivational framework for analyzing and predicting player and virtual agent behavior in games, based on 27 psychological needs from Murray's early theory [60]. Bostan provides formulas for determining the probability of various behaviors; thus, the framework can be used both for analyzing playtraces and synthesizing agent behavior.…”
Section: Other Motivations and Approachesmentioning
confidence: 99%
“…It should however be noted that a number of the studies cited above show that player matching should not necessarily be undertaken on the basis of skill level alone [9,6,8]. Instead, it is important to recognize that player motivations are multifaceted and are affected by a combination of psychological needs, behavioral patterns and personality traits [20]. Using survey and behavioral in-game data from the game Fallout: New Vegas, Chen et al show that scores and other aggregated features are of limited value in player matching.…”
Section: Literature and Hypothesesmentioning
confidence: 99%
“…Goh et al [20] also introduce a work about the connection between the computer game design and strategies for mental health treatments of children and adolescents. One of the recent studies proposes a motivational framework to asses goal directed behaviours of the characters for both players and non-players in a computer game environment which leads to exploring the opportunities of using a Player and Agent Personality Database (PAPD) based on the same motivational framework for the design of virtual agents with personality in the computer game domains [24]. Children who suffer from language learning impairments (LLI) can benefit from computer games.…”
Section: The Use Of Computer Games For Cognitive Learningmentioning
confidence: 99%