Generative Personas That Behave and Experience Like Humans
Authors: Matthew Barthet, Ahmed Khalifa, Antonios Liapis, Georgios N. Yannakakis
AI-generated Key Points
- Authors address the challenge of using AI to automatically test games for more immersive and complex game worlds
- Emphasis on generative AI agents, specifically procedural personas, imitating specific playing behaviors through rules, rewards, or human demonstrations
- Proposal to extend behavioral procedural personas to incorporate player experience for a more holistic approach
- Utilization of Go-Explore reinforcement learning paradigm to train human-like procedural personas
- Testing of generative agents on behavior and experience data from over 100 players of a racing game shows distinct play styles and experience responses similar to humans
- Incorporating player experience alongside playing behavior can significantly enhance behavioral exploration in AI-driven game testing scenarios
Abstract: Using 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.
Tools for this paper
Ask questions about this paper to our AI assistant
You can also chat with multiple papers at once here.
⚠The license of the paper does not allow us to build upon its content and the AI assistant only knows about the paper metadata rather than the full article.
The previous summary was created more than a year ago and can be re-run (if necessary) by clicking on the Run button below.
⚠The license of this specific paper does not allow us to build upon its content and the summarizing tools will be run using the paper metadata rather than the full article. However, it still does a good job, and you can also try our tools on papers with more open licenses.
Similar papers summarized with our AI tools
Navigate through even more similar papers through a
tree representationLook for similar papers (in beta version)
We compare the title and abstract with papers indexed in our database. For arXiv papers, we search within the same category; for DOI and other sources, we search across sources and subjects. You can rerun the search as our database grows.
Disclaimer: The AI-based summarization tool and virtual assistant provided on this website may not always provide accurate and complete summaries or responses. We encourage you to carefully review and evaluate the generated content to ensure its quality and relevance to your needs.