1,400 research outputs found
Recommender systems for players of online video games
The content in this project is the approach, exploration, analysis and use of recommender systems to
integrate an implementation of one system that learns the players’ behavior and recommends them to
other players, to show recommender systems as a way of enhancing the player experience
Interpretable Contextual Team-aware Item Recommendation: Application in Multiplayer Online Battle Arena Games
The video game industry has adopted recommendation systems to boost users
interest with a focus on game sales. Other exciting applications within video
games are those that help the player make decisions that would maximize their
playing experience, which is a desirable feature in real-time strategy video
games such as Multiplayer Online Battle Arena (MOBA) like as DotA and LoL.
Among these tasks, the recommendation of items is challenging, given both the
contextual nature of the game and how it exposes the dependence on the
formation of each team. Existing works on this topic do not take advantage of
all the available contextual match data and dismiss potentially valuable
information. To address this problem we develop TTIR, a contextual recommender
model derived from the Transformer neural architecture that suggests a set of
items to every team member, based on the contexts of teams and roles that
describe the match. TTIR outperforms several approaches and provides
interpretable recommendations through visualization of attention weights. Our
evaluation indicates that both the Transformer architecture and the contextual
information are essential to get the best results for this item recommendation
task. Furthermore, a preliminary user survey indicates the usefulness of
attention weights for explaining recommendations as well as ideas for future
work. The code and dataset are available at:
https://github.com/ojedaf/IC-TIR-Lol
An Ecosystem Framework for the Meta in Esport Games
This paper examines the evolving landscape of modern digital games, emphasizing their nature as live services that continually evolve and adapt. In addition to engaging with the core gameplay, players and other stakeholders actively participate in various game-related experiences, such as tournaments and streaming. This interplay forms a vibrant and intricate ecosystem, facilitating the construction and dissemination of knowledge about the game. Such knowledge flow, accompanied by resulting behavioral changes, gives rise to the concept of a video game meta. Within the competitive gaming context, the meta represents the strategic and tactical knowledge that goes beyond the fundamental mechanics of the game, enabling players to gain a competitive advantage. We present a review of the state-of-the-art of knowledge for game metas and propose a novel model for the meta knowledge structure and propagation that accounts for this ecosystem, based on a review of the academic literature and practical examples. By exploring the dynamics of knowledge exchange and its influence on gameplay, the review presented here sheds light on the intricate relationship between game evolution, player engagement, and the associated emergence of game meta
Human-Machine Collaborative Optimization via Apprenticeship Scheduling
Coordinating agents to complete a set of tasks with intercoupled temporal and
resource constraints is computationally challenging, yet human domain experts
can solve these difficult scheduling problems using paradigms learned through
years of apprenticeship. A process for manually codifying this domain knowledge
within a computational framework is necessary to scale beyond the
``single-expert, single-trainee" apprenticeship model. However, human domain
experts often have difficulty describing their decision-making processes,
causing the codification of this knowledge to become laborious. We propose a
new approach for capturing domain-expert heuristics through a pairwise ranking
formulation. Our approach is model-free and does not require enumerating or
iterating through a large state space. We empirically demonstrate that this
approach accurately learns multifaceted heuristics on a synthetic data set
incorporating job-shop scheduling and vehicle routing problems, as well as on
two real-world data sets consisting of demonstrations of experts solving a
weapon-to-target assignment problem and a hospital resource allocation problem.
We also demonstrate that policies learned from human scheduling demonstration
via apprenticeship learning can substantially improve the efficiency of a
branch-and-bound search for an optimal schedule. We employ this human-machine
collaborative optimization technique on a variant of the weapon-to-target
assignment problem. We demonstrate that this technique generates solutions
substantially superior to those produced by human domain experts at a rate up
to 9.5 times faster than an optimization approach and can be applied to
optimally solve problems twice as complex as those solved by a human
demonstrator.Comment: Portions of this paper were published in the Proceedings of the
International Joint Conference on Artificial Intelligence (IJCAI) in 2016 and
in the Proceedings of Robotics: Science and Systems (RSS) in 2016. The paper
consists of 50 pages with 11 figures and 4 table
Social software for music
Tese de mestrado integrado. Engenharia Informática e Computação. Faculdade de Engenharia. Universidade do Porto. 200
Dynamic Personalization of Gameful Interactive Systems
Gameful design, the process of creating a system with affordances for gameful experiences, can be used to increase user engagement and enjoyment of digital interactive systems. It can also be used to create applications for behaviour change in areas such as health, wellness, education, customer loyalty, and employee management. However, existing research suggests that the qualities of users, such as their personality traits, preferences, or identification with a task, can influence gamification outcomes.
It is important to understand how to personalize gameful systems, given how user qualities shape the gameful experience. Current evidence suggests that personalized gameful systems can lead to increased user engagement and be more effective in helping users achieve their goals than generic ones. However, to create these kinds of systems, designers need a specific method to guide them in personalizing the gameful experience to their target audience. To address this need, this thesis proposes a novel method for personalized gameful design divided into three steps: (1) classification of user preferences, (2) classification and selection of gameful design elements, and (3) heuristic evaluation of the design.
Regarding the classification of user preferences, this thesis evaluates and validates the Hexad Gamification User Types Scale, which scores a person in six user types: philanthropist, socialiser, free spirit, achiever, player, and disruptor. Results show that the scale’s structural validity is acceptable for gamification studies through reliability analysis and factor analysis. For classification and selection of gameful design elements, this thesis presents a conceptual framework based on participants’ self-reported preferences, which classifies elements in eight groups organized into three categories: individual motivations (immersion and progression), external motivations (risk/reward, customization, and incentives), and social motivations (socialization, altruism, and assistance). And to evaluate the design of gameful applications, this thesis introduces a set of 28 gameful design heuristics, which are based on motivational theories and gameful design methods and enable user experience professionals to conduct a heuristic evaluation of a gameful application.
Furthermore, this thesis describes the design, implementation, and pilot evaluation of a software platform for the study of personalized gameful design. It integrates nine gameful design elements built around a main instrumental task, enabling researchers to observe and study the gameful experience of participants. The platform is flexible so the instrumental task can be changed, game elements can be added or removed, and the level and type of personalization or customization can be controlled. This allows researchers to generate different experimental conditions to study a broad range of research questions.
Our personalized gameful design method provides practical tools and clear guidelines to help designers effectively build personalized gameful systems
Adaptive games for learner and systems (bidirectional) learning
Thesis (PhD)--Stellenbosch University, 2022.ENGLISH ABSTRACT:Traditional learning environments are ineffective and inefficient and are failing to adequately
equip students and employees with the knowledge and skills required in today’s jobs, let alone
prepare them for the jobs of tomorrow. Given the rapidly changing landscapes of technologies and
business models, organisations need to be flexible and adaptable to respond to, and even pre-empt
future demands. One of the primary shortcomings of existing learning environments is their
inflexibility and the ‘one size fits all’ approach followed.
Serious games and game-based learning are widely recognised for their potential in providing more
effective learning environments, especially when designed in a personalised, adaptive manner, and
are explored in this dissertation. In addition to adapting to the individual traits and preferences
of users, games are also highly context dependent. Whilst there is a great deal of literature and
documented case studies of game-based learning, most focus only on the implementation of one
particular game in a specific context.
Whilst many existing game design models and approaches focus on achieving improved learning
outcomes of learners, there is an opportunity to consider the impact of gameplay on other stakeholders and drive the active development of meta-skills in various stakeholders. Bidirectional
learning, where learning simultaneously takes place in a two-way direction [295], has great potential and has, to date, not been incorporated in serious game design. By integrating different
perspectives and variable scenarios, the dynamic personalisation of learning trajectories may be
possible. Serious games offer a potential platform to aggregate learner behaviours and results, and
use these to dynamically configure, adjust and tailor the game to individuals and contexts,
ultimately providing a learning environment of improved quality, effectiveness and efficiency.
In this dissertation, adaptive, bidirectional games are explored as a means to provide more
effective and efficient learning environments for multiple stakeholders. Moreover, an architecture
is presented to support the creation of such games for specific scenarios in a faster, more
effective and more efficient manner.
Following a research-by-design approach, the architecture is iteratively developed and simultaneously applied in four case studies. Experiences and learnings from each case study are infused
into subsequent design iterations of the architecture.
The architecture allows users to explore and exploit the solution space more deliberately and
better understand the various functions and the interrelations between them. The flexible and
modular structure of the architecture allows users to prioritise functionalities as required in the
given scenario. Furthermore, the directional relations between functions can be interpreted and
prioritised as needed given the specific context and requirements. The architecture incorporates
various stakeholders in the design process, leading to greater transparency and better
understanding throughout the process. More importantly, it emphasises bidirectional learning whereby different stakeholders can learn from gameplay and the aggregated results and behaviours of players.AFRIKAANS OPSOMMING: Tradisionele leeromgewings is oneffektief en ondoeltreffend en slaag nie daarin om studente en
werknemers voldoende toe te rus met die kennis en vaardighede wat in die huidige werk benodig is
nie, en nog minder vir toekomstige werk. Gegewe die vinnig veranderende landskappe van tegnologie¨e
en sakemodelle, moet organisasies buigsaam en aanpasbaar wees om te reageer op, en selfs
toekomstige behoeftes te voorkom. Een van die belangrikste tekortkominge van bestaande
leeromgewings is die onbuigsaamheid daarvan asook die ‘een grootte pas almal’ benadering wat gevolg
word.
Ernstige speletjies en spelgebaseerde leer word oor die algemeen erken vir hul potensiaal om meer
effektiewe leeromgewings te skep, veral as dit op ’n persoonlike, aanpasbare manier ontwerp is, en
word in hierdie proefskrif ondersoek. Benewens die aanpassing by die individuele eienskappe en
voorkeure van gebruikers, is speletjies ook baie kontekstafhanklik. Alhoewel daar baie literatuur
en gedokumenteerde gevallestudies oor spelgebaseerde leer is, fokus die meeste daarvan slegs op die
implementering van een spesifieke spel in ’n spesifieke konteks.
Alhoewel baie bestaande spelontwerpmodelle en -benaderings op die verbeterde leeruitkomste van
leerders focus, is daar ’n geleentheid om die impak van spel op ander belanghebbendes te oorweeg en
die aktiewe ontwikkeling van metavaardighede by verskeie belanghebbendes te dryf. Tweerigtingleer,
waar leer gelyktydig in twee rigtinge plaasvind [295], het ’n groot potensiaal en is huidig nog nie
in ernstige spelontwerp opgeneem nie. Deur die integrasie van verskillende perspektiewe en
veranderlike scenario’s, word die dinamiese personalisering van leertrajekte moontlik. Ernstige
speletjies bied ’n moontlike platform om leerdergedrag en -resultate saam te voeg, en dit te
gebruik om die spel dinamies te konfigureer en aan te pas by individue en kontekste, wat ’n
leeromgewing van verbeterde kwaliteit, effektiwiteit en doeltreffendheid bied.
In hierdie proefskrif word aanpasbare, tweerigting speletjies ondersoek as ’n manier om meer
effektiewe en doeltreffende leeromgewings vir verskeie belanghebbendes te bied. Boonop word ’n
argitektuur aangebied om die skep van sulke speletjies vir spesifieke scenario’s vinniger, meer
effektief en doeltreffender te ondersteun.
Na aanleiding van ’n navorsing-deur-ontwerp benadering word die argitektuur iteratief ontwikkel en
gelyktydig toegepas in vier gevallestudies. Ervarings en leerstellings uit elke gevallestudie word
ingesluit in die daaropvolgende ontwerp iterasies van die argitektuur.
Met die argitektuur kan gebruikers die oplossingsruimte doelbewus ondersoek en benut, en die
verskillende funksies en onderlinge verwantskappe tussen hulle beter verstaan. Die buigsame en
modulˆere struktuur van die argitektuur stel gebruikers in staat om funksionaliteite te prioritiseer soos vereis in die gegewe scenario. Verder kan die rigtingverhoudinge tussen funksies
ge¨ınterpreteer en geprioritiseer word soos benodig, gegewe die spesifieke konteks en vereistes.
Die argitektuur bevat verskillende belanghebbendes in die ontwerpproses, wat lei tot verbeterde
deursigtigheid en begrip gedurende die proses. Belangriker nog, dit beklemtoon tweerigtingleer waardeur verskillende belanghebbendes kan leer deur die spel en die saamgestelde resultate en
gedrag van spelers.Doctora
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