Proceedings of the 17th International Conference on the Foundations of Digital Games 2022
DOI: 10.1145/3555858.3555879
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Generative Personas That Behave and Experience Like Humans

Abstract: Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large. One of the most promising methods for achieving that long-standing goal is the use of generative AI agents, namely procedural personas, that attempt to imitate particular playing behaviors which are represented as rules, rewards, or human demonstrations. All research efforts for building those generative agents, however, … Show more

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Cited by 11 publications
(6 citation statements)
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“…Interestingly, modeling arousal based on the expert players' annotations led to high-performing agents despite the fact that "winning" the game was not explicitly targeted by the algorithm. Along with [35], this is the first application of the Go-Blend algorithm in a complex and affect-intense game, opening many directions for future work at the intersection of affect modeling, RL and affect-driven machine learning.…”
Section: Discussionmentioning
confidence: 94%
See 2 more Smart Citations
“…Interestingly, modeling arousal based on the expert players' annotations led to high-performing agents despite the fact that "winning" the game was not explicitly targeted by the algorithm. Along with [35], this is the first application of the Go-Blend algorithm in a complex and affect-intense game, opening many directions for future work at the intersection of affect modeling, RL and affect-driven machine learning.…”
Section: Discussionmentioning
confidence: 94%
“…Interestingly, imitating these players' arousal traces biased the agents towards correct in-game strategies. Experiments with low performing players [35] did not result in competent agents when imitating arousal alone, which means that conclusions regarding the power of arousal as a reward or strategy in RL tasks pre-supposes that high-quality arousal and performance examples exist. On the other hand, the fact that only a small portion of the population is considered may explain why reward based on consensus between arousal traces (R au , R ac ) did not perform as well.…”
Section: Discussionmentioning
confidence: 97%
See 1 more Smart Citation
“…Migkotzidis and Liapis [65] used the same model as part of a mixed-initiative tool [116] that can be used to design balanced levels for FPS games. On the side of affective computing, Barthet et al [4] use a variant of Go-Explore called Go-Blend (a quality diversity algorithm that keeps track of the best solutions) to explore game trajectories that can mimic different human play styles and arousal levels. They used a simple K-NN algorithm over the AGAIN dataset [64] to predict the arousal levels during playing a car racing game.…”
Section: Offline Methodsmentioning
confidence: 99%
“…Concurrently, Holmgard et al [43] postulated that artificial agents might serve as psychometrically accurate abstract simulations of the internal decision-making procedures of human players. Similarly, Barthet et al [44] engineered generative personas that reflected human-like behavior, manifesting play styles and reactions that faithfully paralleled the human models they sought to emulate.…”
Section: Rise Of Large Language Models and Ai Agentsmentioning
confidence: 99%