It knows what you're going to do: adding anticipation to a Quakebot
Proceedings of the fifth international conference on Autonomous agents
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Gameplay analysis through state projection
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Creating Interactive Fiction with Inform 7
Creating Interactive Fiction with Inform 7
Personalised gaming: a motivation and overview of literature
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Using gameplay semantics to procedurally generate player-matching game worlds
Proceedings of the The third workshop on Procedural Content Generation in Games
Skill-based Mission Generation: A Data-driven Temporal Player Modeling Approach
Proceedings of the The third workshop on Procedural Content Generation in Games
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"Player modeling" is a loose concept. It can equally apply to everything from a predictive model of player actions resulting from machine learning to a designer's description of a player's expected reactions in response to some piece of game content. This lack of a precise terminology prevents practitioners from quickly finding introductions to applicable modeling methods or determining viable alternatives to their own techniques. We introduce a vocabulary that distinguishes between the major existing player modeling applications and techniques. Four facets together define the kind for a model: the scope of application, the purpose of use, the domain of modeled details, and the source of a model's derivation or motivation. This vocabulary allows the identification of relevant player modeling methods for particular problems and clarifies the roles that a player model can take.