Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/102522
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dc.contributor.authorBarthet, Matthew-
dc.contributor.authorKhalifa, Ahmed-
dc.contributor.authorLiapis, Antonios-
dc.contributor.authorYannakakis, Georgios N.-
dc.date.accessioned2022-10-11T07:36:33Z-
dc.date.available2022-10-11T07:36:33Z-
dc.date.issued2022-
dc.identifier.citationBarthet, M., Khalifa, A., Liapis, A. & Yannakakis, G. N. (2022). Generative personas that behave and experience like humans. FDG '22: International Conference on the Foundations of Digital Games, Athens.en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar/handle/123456789/102522-
dc.description.abstractUsing 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, have focused solely on playing behavior which is arguably a narrow perspective of what a player actually does in a game. Motivated by this gap in the existing state of the art, in this paper we extend the notion of behavioral procedural personas to cater for player experience, thus examining generative agents that can both behave and experience their game as humans would. For that purpose, we employ the Go- Explore reinforcement learning paradigm for training human-like procedural personas, and we test our method on behavior and experience demonstrations of more than 100 players of a racing game. Our findings suggest that the generated agents exhibit distinctive play styles and experience responses of the human personas they were designed to imitate. Importantly, it also appears that experience, which is tied to playing behavior, can be a highly informative driver for better behavioral exploration.en_GB
dc.language.isoenen_GB
dc.publisherFoundations of Digital Gamesen_GB
dc.rightsinfo:eu-repo/semantics/openAccessen_GB
dc.subjectArtificial intelligenceen_GB
dc.subjectComputer gamesen_GB
dc.subjectReinforcement learningen_GB
dc.titleGenerative personas that behave and experience like humansen_GB
dc.typeconferenceObjecten_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.bibliographicCitation.conferencenameFDG '22: International Conference on the Foundations of Digital Gamesen_GB
dc.bibliographicCitation.conferenceplaceAthens, Greece. 05-08/09/2022.en_GB
dc.description.reviewedpeer-revieweden_GB
dc.identifier.doi10.1145/3555858.3555879-
Appears in Collections:Scholarly Works - InsDG

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