Player behavioural modelling for video games

Sander C.J. Bakkes*, Pieter H.M. Spronck, Giel van Lankveld

*Corresponding author for this work

Research output: Contribution to journalArticleAcademicpeer-review

Abstract

Player behavioural modelling has grown from a means to improve the playing strength of computer programs that play classic games (e.g., chess), to a means for impacting the player experience and satisfaction in video games, as well as in cross-domain applications such as interactive storytelling. In this context, player behavioural modelling is concerned with two goals, namely (1) providing an interesting or effective game AI on the basis of player models and (2) creating a basis for game developers to personalise gameplay as a whole, and creating new user-driven game mechanics. In this article, we provide an overview of player behavioural modelling for video games by detailing four distinct approaches, namely (1) modelling player actions, (2) modelling player tactics, (3) modelling player strategies, and (4) player profiling. We conclude the article with an analysis on the applicability of the approaches for the domain of video games.

Original languageEnglish
Pages (from-to)71-79
Number of pages9
JournalEntertainment Computing
Volume3
Issue number3
DOIs
Publication statusPublished - Aug 2012

Keywords

  • Adaptive behaviour
  • Player behavioural modelling
  • Video game AI

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