Kernel Methods for Pattern Analysis
Kernel Methods for Pattern Analysis
Targeting specific distributions of trajectories in MDPs
AAAI'06 proceedings of the 21st national conference on Artificial intelligence - Volume 2
Modeling player experience in super mario bros
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Online Learning for Matrix Factorization and Sparse Coding
The Journal of Machine Learning Research
Adventures in level design: generating missions and spaces for action adventure games
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Experience-Driven Procedural Content Generation
IEEE Transactions on Affective Computing
Using sequential observations to model and predict player behavior
Proceedings of the 6th International Conference on Foundations of Digital Games
An inclusive view of player modeling
Proceedings of the 6th International Conference on Foundations of Digital Games
A review of recent advances in learner and skill modeling in intelligent learning environments
User Modeling and User-Adapted Interaction
Initial results from co-operative co-evolution for automated platformer design
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
Proceedings of the International Conference on the Foundations of Digital Games
A sequential recommendation approach for interactive personalized story generation
Proceedings of the 11th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
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Games often interweave a story and series of skill-based events into a complete sequence---a mission. An automated mission generator for skill-based games is one way to synthesize designer requirements with player differences to create missions tailored to each player. We argue for the need for predictive, data-driven player models that meet the requirements of: (1) predictive power, (2) accounting for temporal changes in player abilities, (3) accuracy in the face of little or missing player data, (4) efficiency with large sets of data, and (5) sufficiency for algorithmic generation. We present a tensor factorization approach to modeling and predicting player performance on skill-based tasks that meets the above requirements and a combinatorial optimization approach to mission generation to interweave an author's preferred story structures and an author's preferred player performance over a mission---a kind of difficulty curve---with modeled player performance.