2021 9th International Conference on Affective Computing and Intelligent Interaction Workshops and Demos (ACIIW) 2021
DOI: 10.1109/aciiw52867.2021.9666376
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Go-Blend Behavior and Affect

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Cited by 6 publications
(20 citation statements)
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“…This work builds upon and extends significantly the work of Barthet et al [3] by using Go-Explore for imitating humans across both behavior and experience, namely Go-Blend, in a more complex, fastpaced, continuous-control game. The results from our case study show that Go-Blend is capable of generating trajectories which exhibit significantly different behaviors and experiences based on the persona-specific reward function used during exploration.…”
Section: Introductionmentioning
confidence: 86%
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“…This work builds upon and extends significantly the work of Barthet et al [3] by using Go-Explore for imitating humans across both behavior and experience, namely Go-Blend, in a more complex, fastpaced, continuous-control game. The results from our case study show that Go-Blend is capable of generating trajectories which exhibit significantly different behaviors and experiences based on the persona-specific reward function used during exploration.…”
Section: Introductionmentioning
confidence: 86%
“…Barthet et al [3] introduced Go-Blend, a proof-of-concept study that used Go-Explore to model affect as an RL process. The outcomes of that study were trajectories that were able to blend behavioral rewards (i.e.…”
Section: Reinforcement Learning and Go-explorementioning
confidence: 99%
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“…Extensive work [2,3,13] in dissimilar domains of AI and games such as player experience modeling, general gameplaying or content generation make use of the internal state of the game [1,9] obtained from the game engine. Using computer vision to obtain such state information from on-screen game footage, instead of directly from the game engine, remains challenging [11].…”
Section: Introductionmentioning
confidence: 99%