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Towards a generalized player model through the PEAS framework

Published: 26 August 2019 Publication History

Abstract

This paper presents steps towards a generalized player model built around an external personalization and design framework. The external framework, the Player, Environment, Agents, System (PEAS) framework, resulted from a broad scope review of the personalization, player modeling, and game design literature. Leveraging this framework allows us to define a mapping from existing player and personality models to a uniform representation of player preferences over game components. We present our pipeline for developing a generalized player model from these existing models, how to translate and blend them, and finally how to use the blended model for recommending and personalizing games. We follow up the presentation of our pipeline with an extended example to highlight how two existing player modeling approaches can be combined into a singular model, and how that blended model can be used.

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Cited By

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  • (2024)A Personalised Optimising Level Adaptation (OLA) Difficulty Algorithm for Scenario Simulations in Professional VR SimulatorsSAFETY & FIRE TECHNOLOGY10.12845/sft.64.2.2024.464:2(56-65)Online publication date: 10-Dec-2024
  • (2024)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned ParadigmsACM Transactions on Computer-Human Interaction10.1145/367323031:3(1-74)Online publication date: 15-Jun-2024
  • (2023)Representing Player Behaviour via Graph Embedding Techniques: A Case Study in Dota 22023 IEEE Conference on Games (CoG)10.1109/CoG57401.2023.10333216(1-8)Online publication date: 21-Aug-2023
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cover image ACM Other conferences
FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital Games
August 2019
822 pages
ISBN:9781450372176
DOI:10.1145/3337722
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 August 2019

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Author Tags

  1. games
  2. personalization
  3. player modeling

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  • Research-article

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FDG '19

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FDG '19 Paper Acceptance Rate 46 of 124 submissions, 37%;
Overall Acceptance Rate 152 of 415 submissions, 37%

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Cited By

View all
  • (2024)A Personalised Optimising Level Adaptation (OLA) Difficulty Algorithm for Scenario Simulations in Professional VR SimulatorsSAFETY & FIRE TECHNOLOGY10.12845/sft.64.2.2024.464:2(56-65)Online publication date: 10-Dec-2024
  • (2024)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned ParadigmsACM Transactions on Computer-Human Interaction10.1145/367323031:3(1-74)Online publication date: 15-Jun-2024
  • (2023)Representing Player Behaviour via Graph Embedding Techniques: A Case Study in Dota 22023 IEEE Conference on Games (CoG)10.1109/CoG57401.2023.10333216(1-8)Online publication date: 21-Aug-2023
  • (2022)Game Difficulty Adaptation and Experience Personalization: A Literature ReviewInternational Journal of Human–Computer Interaction10.1080/10447318.2021.202000839:1(1-22)Online publication date: 18-Apr-2022
  • (2020)Cross-Game Modeling of Player's Behaviour in Free-To-Play GamesProceedings of the 28th ACM Conference on User Modeling, Adaptation and Personalization10.1145/3340631.3398677(384-387)Online publication date: 7-Jul-2020

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