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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards a model to meet players' preferences in games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mattia Bellini</string-name>
          <email>bellinitia@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Milan Milan</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Different have been the attempts to use Procedural Content Generation via Machine Learning in game development. Among the others, some researchers have tried to adapt a game, or some part of it, to the user playing it. This approach has been called “adaptive game design”. Contrarily to what it may seem, apparently the most interesting findings in this field have been made for drama managers, i.e. for the artificial intelligences that procedurally generate story flow. The paper takes the move from what seems to be a missing in current literature and it is aimed at proposing and discussing a possible procedural content generation via machine learning model that takes the latest approaches in machine learning applied to drama managers and combine them with findings from adaptive game design. The objective of the proposed model is to give players the best possible gaming experience of a highly branched game, depending on their attitudes towards the gaming world.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Video games</kwd>
        <kwd>Storytelling for video games</kwd>
        <kwd>Procedural Content Generation via Machine Learning</kwd>
        <kwd>PCGML</kwd>
        <kwd>Adaptive game design</kwd>
        <kwd>Drama manager</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
      <p>Procedural Content Generation via Machine Learning
(PCGML) is a new paradigm for the self-driven creation of
new content. The main difference with the mere procedural
generation is the generally higher quality of the created
content, achieved by integrating the procedural content
generation (PCG) algorithm with a machine learning (ML)
model trained on existing content.</p>
      <p>
        PCGML has been applied to a variety of different content
types and, by the time this paper is being written, it
performed well particularly for the creation of images (e.g.
using a Recurrent Neural Network [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]) and music (e.g.
through «a probabilistic model based on distribution
estimators conditioned on a recurrent neural network» [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]).
Some of the techniques used in such studies have been
applied in other domains, by knowledge transfer. The
target1 domains of these transfers included game
development. More precisely, PCGML has been applied to
game contents rather than games themselves, or, better
told, on level design rather than game design. Researchers
generally tried to automatically generate contents
constituting levels, like maps, while the attempts to
automatically generate or to adapt entire game
environments have been less frequent. This is a direct
reflection of the limits of present ML: the scarcity of
available data for full game generation and the difficulty of
creating a model able to generate an entire game from
scratch.
      </p>
      <p>
        As Summerville et al. [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] outline in their work, researchers
of PCGML have applied different machine learning
approaches in game studies, including artificial neural
networks, Markov models, clustering and matrix
factorization. Most of the works focused on the autonomous
generation of levels, particularly for platformer games like
Super Mario Bros. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] (e.g. [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]). There had been
attempts to generate also contents different from mere
game level, like Magic: The Gathering [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] cards [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] or
stories for interactive fictions [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Some of the most
interesting approaches in the field applied ML to drama
managers (DM), to procedurally generate stories following
players’ behaviour. Similar studies have been made in the
field of adaptive game design, e.g. to balance game difficulty
to player’s abilities. Following the idea of applying ML for
a recognition of a player’s attitudes, the focus of this paper
is to discuss whether is possible an application of PCGML
for the creation of a player-aware model capable of
predicting user preferences and serving an adapted level
progression, to maximize appreciation.
      </p>
    </sec>
    <sec id="sec-2">
      <title>ADAPTIVE GAME DESIGN</title>
      <p>
        Using Procedural Content Generation, some researchers
tried to adapt games to the player. Traditionally, these
works were interested in modifying difficulty settings,
using different techniques. Examples include the mechanics
of different published games, like the aim assistant in Max
Payne [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] that is more precise the less the player’s abilities,
or the opposing AI in Mario Kart Wii [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] that increases its
skills when the player is performing too well. These studies
are of little interest for the purposed of the model, since
their aim is to adapt the game mechanics and difficulty but
in no way the game itself, that is the aim of this research.
More interesting are semantic and declarative approaches,
like the one found in Tutenel et al. [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. Their model is
based on a semantic definition of objects that includes all
game-relevant information of a particular game object.
These include functional information, possible relations to
other objects and metadata of the game content. After
having declared and assigned these data to the objects, it is
possible to use them to better drive the new content
creation process. Giving objects a semantic layer «helps
convey the meaning and the role of an object in the virtual
world, and consists of generic descriptions of classes of
features, including attributes, properties, roles, relations,
etc. This encourages the incorporation of further semantic
information about player-dependent gameplay purposes,
and how these can be used to control object generation»
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] points out also that a model that aims at providing a
better game experience to the players by adapting the game
to their play-time behaviour, needs a firm knowledge over
what a player expects to play, to feel and in general to find
in a product. This means, basically, three needings:
      </p>
      <p>Have a solid player model and a way to capture
player’s expectation;
Quantify the expectation to a measurable level;</p>
      <p>
        Process them and adapt the game consequently.
These three steps are of essential need for the creation of a
model really capable of adapting contents to the player.
Charles et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] supports the idea of shaping a player
model to capture her interests and playstyle, but also points
a fourth need: the necessity of monitoring the player to
constantly check for the effectiveness of a generated
solution.
      </p>
      <p>
        A last useful distinction made by [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] is the one between
off-line customized generation and on-line adaptivity: the
former is intended as a generation of contents while the
game is not running, typically during the loading of a
gaming session; the latter, on the contrary, describes the
changes happening in run-time, just like the Mario Kart Wii
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] AI example seen above.
      </p>
      <p>
        In the survey made by [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], however, an important lack in
research emerges: the procedural generation of quests has
been studied only from the point of view of placing goals
and “keys” to reach them. Even though that is a relatively
out-to-date survey, being dated back in 2011, this lack
seems to be still present. Indeed, at the best of my
knowledge, no new impactful studies have been conducted
in this sense. On the contrary, many have been the works
on improving the storytelling mechanisms on which DM
are based, as we have already mentioned.
      </p>
    </sec>
    <sec id="sec-3">
      <title>APPROACHES IN DRAMA MANAGERS</title>
      <p>
        There have been several attempts in the field of DM to
identify and classify a player in order to give her the story
progression that best fits her tastes. In the survey made by
Roberts and Isbell [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] we can find multiple examples, as
also outlined by the more recent study conducted in [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
For analytical purposes, the same four features presented in
this lastly mentioned paper will be used to describe models
found in literature. The four features are: replayability
(possibility to play again the game without receiving the
same gaming experience), authorial control (control over the
game design process left in the hands of the author), player
autonomy (freeness of the player in the gaming experience)
and adaptability (capability of modifying the game to meet
player’s tastes). Later in the paper, we will also address the
problem presented by a fifth feature, namely the
coordination, i.e. the ability to orchestrate Non-Player
Characters (NPCs) and other game elements to present
specific experiences to the player.
      </p>
      <p>
        Researches on DM present the closest approaches towards
the model that this paper is aimed to propose. In particular,
the approach of the PaSSAGE system [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] provides a good
degree of adaptability through the identification of
predefined players’ styles. By assigning at each event of the
game a weight for each style, the model chooses the most
attractive event at every stage, ensuring autonomy to the
player. To be noted is that this approach is deterministic, i.e.
there is no degree of randomness. Thus, replayability is
virtually zero, since the same actions will always result in
the same reactions in the interactive fiction. This is also the
reason for the high degree of authorial control of this
model.
      </p>
      <p>
        Very interesting is also the approach that emerges in
Implementation and Analysis of a Non-Deterministic Drama
Manager [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. The aim of the authors here is to serve the
best possible match between emergent player attitude
towards the story and story progression, to provide a high
degree of adaptability. The job is entrusted to a DM built on
a genetic algorithm that ensure non-deterministic results,
thus replayability, and the possibility to deal with a large
number of blocks (here quests). To match player’s
preferences, the developers rely on a player model (PM)
composed by a vector of three dimensions, representing the
attitudes of the player towards the three regiments
theorized by Durand in The anthropological structures of the
imaginary. Quests are human-authored and described using
similar vectors. This way, it becomes possible a
computation of the concatenation, to evaluate the distance
of the results of each possible sequence with player’s
preferences. After a probabilistic tournament selection, the
tournament-winner concatenation is manipulated to
minimalize the possibility of two identical results given the
same premises. The model grants player autonomy by
setting a minimum number of choices available to the
player at each stage of the interactive fiction.
      </p>
      <p>
        The model presented in [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] is an extremely useful starting
point for the present theory. However, in the field of DM,
the most interesting approach is the one showed in
Personalized Interactive Narratives via Sequential
Recommendation of Plot Points [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. In the paper, the authors
present a collaborative filtering approach, similar to the
ones used in recommendation systems for services like
Netflix and YouTube, applied to DM for the autonomous
building of a story. Thanks to the collaborative filtering
algorithm, the developers handed-off the complex problem
of defining PMs to determine current users, as the different
categories of users were grouped by the algorithm itself. An
interesting advancement of this model is that it
demonstrates how a progression-aware model has
impactful benefits in the recommendation of subsequent
plot nodes. On the other hand, a limit of the approach is that
it is largely based on manual and explicit expression of
positive and negative feedbacks via a review system, due to
the non-pre-defined PM. The authors also implicitly
pointed out a good practice to retain authorial control over
story generation, i.e. the use of a branched scheme as a
starting point from which to pick the blocks to be appended
at each stage.
      </p>
    </sec>
    <sec id="sec-4">
      <title>THE PROPOSED MODEL</title>
      <p>
        The approach presented in [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] points out an extremely
promising case of knowledge transfer: they demonstrated
that sequential recommendation, frequently used to suggest
complete fictional artefacts, is eligible to be applied also to
shape only parts of a product, to best fit the tastes of
audience in almost real-time. This promises to be a smart
way to maximize player’s appreciation of a game by
adapting it at the levels of game design, story development
and «the logical flow of events and actions that follow» [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
However, Yu and Riedl’s [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] decision to not rely on a
predefined PM presents us a huge knowledge gap between what
can be designed and what really players want.
Notwithstanding the advantages of having self-built patterns
that do not rely on any abstract theory, this approach is not
returning any clearly readable data on user preferences but
just, indeed, opaque patterns. For this reason, it might be
quite more profitable to rely on a well-established PM. For
the purpose of this model, I decided to base the PM on
Stewart’s theory[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], grounded in turn on Bartle’s
psychographic taxonomies [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Other theories might have
been used, among the others Yee’s model [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], or Bartle’s
three dimensions model [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. I decided to discard Yee’s
because, with Bartle’s word [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], «if you want a theory for
[…] studying player psychology, then you may be better
served by a straight taxonomy […] such as Nick Yee’s
motivations». It should be clear that my intent is not to
study the psychology of the players, but rather their
preferred game style. On the other hand, Bartle’s three
dimensions model [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] presents a too-broad categorization,
that becomes nearly impossible to handle in the
development phase. Another possibility is to develop a
custom categorization of players, but this is going further
beyond the scope of the paper. I decided to base the model
on Stewart’s expansion of Bartle’s taxonomies mainly for
two reasons: firstly, it provides a clear and simple
categorization of players that is well-grounded in literature
and which validity has been tested different times.
Secondly, describing the PM with four values guarantees an
amount of information that is easily processable both by the
algorithm and, more importantly, by the developers.
However, the proposed model is not dependent on the way
of describing the players and it is possible and easy to
change the PM description if a better method is found.
Stewart in [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] describes the four taxonomies (Socializer,
Killer, Explorer and Achiever) by binding them with
specific actions performable in a generic game. On the basis
of this theory, a player of the hypothetical single-player
game based on the proposed model will be described by soft
clusters, «in the sense that a particular player can have a
degree of membership in each player type» [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], i.e. she will
be characterized by a vector of four values ranging from 0
to 1, that quantify her degree of membership to each of the
four taxonomies. The vector will then describe the gaming
persona of the current player in a pretty accurate way.
Figure 1 – Visual description of Stewart’s expansion of
      </p>
      <p>
        Bartle’s taxonomies [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]
Using such a model would surely require some care during
level design, particularly for early-in-the-game levels. What
would be needed are multi-solution problems to overcome.
This might include both enemies and riddle to solve,
obstacles, pathfinding moments, etc. The first step than is
to assign a value for each of the taxonomies to the different
possible actions, i.e. to the different ways of progressing in
the events. Later, we can easily obtain a well-defined
gaming persona of the player by adding those values to the
player’s profile. Indeed, to evaluate her disposition towards
a taxonomy it will suffice to register the actions she
performs and their semantic description, made using
Stewart’s expanded taxonomies. For example: a player that
during the game tends to speak with all the NPCs and to
solve problems in a “diplomatic way” might be labelled as a
Socializer, while a player who tends to attack whatever is
in sight might be labelled as a Killer. Again, this is an
example: as said, the gaming persona are not defined as a set
of mutually exclusive booleans, but rather as a set of values
floating between 0 and 1. Indeed, a much more realistic
representation of the player would be formed using “floats
approach”.
      </p>
      <p>Furthermore, to better represent a player’s attitude, it will
be needed to weight different actions in a reasonable way.
An accurate weighting is necessary to not overbalance an
action regarding the others and thus to obtain a valid
gaming persona of the player. Taking back the previous
example: if actions are not differently weighted, a player
that kills an evil slaver would end up with the same “Killer
rate” as one who murders an innocent just for fun. In
addition, a single action might have a (positive or negative)
weight in two or more taxonomies, thus actions, too, need
to be described as vectors of weights.</p>
      <p>The proposed model relies therefore on PM recognition to
procedurally generate content. The content is customized
on player’s profile and based on a PM built during an online
(in-game) opaque survey: while normally playing, the
algorithm registers player’s path, formed by each action she
chooses to perform, and updates in run-time her profile
accordingly. However, the proposed procedural generation
is offline (pre-game), meaning that the algorithm will select
a block to present to the player as next level during the
loading screen (i.e. in the time moving from one level to the
subsequent) and not during an active game session, mainly
to avoid slow-downs.</p>
      <p>
        To decide which block to select, it will be used an approach
similar to the one that can be found in [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. The model will
have a pool of developers-defined levels at each stage, in
which are encapsulated n number of actions, having each a
vector of traits corresponding to Bartle’s taxonomies. A
fitness function evaluates the levels in the pool by
calculating the distance between available actions vectors
and player’s profile vector and return for each level a fitness
rate. The fitness rate is then downscaled to a percentage,
that is in turn used to probabilistically pick the level to show
to the player as game progression. It might be more efficient
to evaluate each block in advance, attaching a vector of
properties to the levels and not to the single actions, in
order to accelerate the concatenation process. This way, the
algorithm would only have to evaluate levels as a whole,
instead of each action separately. However, unfortunately,
this approach probably presents its drawbacks, too: even if
it is true that the algorithm could work faster, presenting
the next level a few milliseconds in advance, on the other
hand the blocks may need to be specifically designed to
please a particular part of the audience. This might lead, in
turn, to a regression to an almost deterministic model,
especially after the PM will have reached a good level of
precision. In addition, such an approach could mean more
restricted possibilities in designing actions due to the
specificity of the preferences of the audience for that block.
This could make level blocks even more specific. In turn, it
could lead to an even more specifically designed level,
ending up with a system that, due to a “wrong” choice of
the player in the early stage, could keep her in an unwanted
path for the entire game. On the other hand, by evaluating
each single action the designers can also include different
taxonomies in each level. This way it will be possible to not
present the player with actions belonging only to her
preferred taxonomy, in order not to bore her with too
similar tasks. To obtain the same result, if needed, it will
also be possible to include a random factor during the pick
of the blocks.
      </p>
      <p>Picking from a set of author-made blocks, the algorithm will
choose the one that would probabilistically provide the best
possible experience for the player. Thus, for our previously
instantiated player booleanly labelled as Socializer, the
algorithm will more likely choose to concatenate levels with
the most “problems” solvable via socializing, while for the
Killer are more likely to be chosen the levels with the
greatest number of possible enemies, and so on.
The advantages of the proposed approach are multiple and
can be summarized as follows:
▪
▪
▪
▪
▪
▪</p>
      <p>
        Authorial control: using a defined pool of possible
levels at each stage ensures a high degree of
authorial control over the result. With this
approach, each level is entirely created by authors:
the PCG applies only on the concatenation. It
generates the game, but not single levels. Authors
can design the game and its story with a normal
branching tree, just as [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] suggested;
Player autonomy: the player keeps the autonomy
she has in a general game, since there is no
autonomy retention in the model itself.
Constraints might be decided in the phase of actual
development of game and levels;
Adaptability: the whole model is intended to have
a good level of adaptability, given the constraints
of human capabilities to create levels. The
proposed approach is not a PCGML model aimed
at the autonomous generation of an uncountable
number of games, or levels, of stories, but rather it
is aimed at the maximization of the appreciation of
a widely branched game. In addition, thanks to the
evaluation of the single next step, players can
change their attitude towards the game and its
fictional world without being constraint in a
narrow path, pre-determined by her
early-in-thegame choices;
Replayability: due to the probabilistic
concatenation of levels, the model keeps a medium
level of replayability, since the concatenation is
not deterministic but, indeed, probabilistic;
Coordination: coordination in the model is
addressed incidentally, since there is no direct
control of the model on the behaviour of NPCs and
other game elements. The coordination arises here
from the very fact that depending on the actions of
the player, the concatenated levels will ideally be
built to present a reaction of the environment to
player’s actions;
Scalability: the evaluation of vectors of the
individual actions found in a level ensures
▪
▪
scalability, as it is possible to add or remove levels
at each point of the game without impacting on the
game progression, since the algorithm picks the
best-fitting block in the provided pool. This being
said, a nota bene is that the model does not evaluate
the coherence of the game progression, that has to
be addressed during the game design phase. This
approach is scalable also in the sense that it is
possible to modify the PM description to best fit
the needing of each game built on the model;
Single-person collaborative filtering: taking the
example of the collaborative filtering approach
found in [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], the proposed model will rely on a
“single-person collaborative filtering”. The model
is based on a prediction of likeliness built on a
series of positive and “non-positive” feedbacks.
The feedbacks are given by player’s choices of the
actions to perform: the chosen action is a positive
feedback, while all the other discarded possibilities
are “non-positive” ones;
Data scarcity: the main issue of the approach found
in [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] is the heavy reliance on human-provided
data quantity. For the model proposed in this
paper, data scarcity is not an issue, mainly for two
reasons: 1) the concatenation can be delayed until
a certain amount of data over the player are
collected, and 2) is virtually possible to design
extremely dense levels that would give a relatively
huge amount of information.
      </p>
      <p>This model finds its place between level design and game
design. Taking player’s choices in levels as inputs, and
outputting game design options through a recommendation
system, might be a play-changing approach in PCGML
applied to games. However, this approach shows us a
challenge: on the one hand we would end up with a game
that has the highest possible appreciation rate, due to the
very fact that the game itself is shaped on the individual
player attitudes. On the other hand, however, designing the
proceeding of such a game requires particular care, above
all for story progression. This is the main weak point of the
model: it needs an expertise in storytelling and game design
to keep the consistency of the story. To address this
problem is probably preferable to keep levels relatively
small-scaled: keeping in mind the Aristotelian unities of
time, place and action when designing levels might be a
good practice when this model is applied. Of course,
constraints to the level concatenation can be applied in
order to prevent a certain level being shown after another
one that has nothing to do with the previous story. This
does not mean, obviously, that the player cannot occur in
major crossroads in the story.</p>
    </sec>
    <sec id="sec-5">
      <title>FINAL CONSIDERATIONS AND FUTURE STUDIES</title>
      <p>
        The current paper was aimed at proposing a PCGML model
capable of adapting a game to players’ attitudes and
preferences. The starting point has been different models
aimed at an adaptive game design. Notwithstanding some
extremely useful best practices pointed out by such
researches, no models actually similar to the one I was
aiming to obtain have been found in this field. Instead,
researches on DM seemed to be oriented more towards the
direction my model was aimed at facing. Indeed, approaches
that relied on a non-deterministic blocks concatenation [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]
and on a collaborative filtering recommendation system
[
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] have been extremely useful for the theorization of the
proposed model. This is based on the definition of a PM as
a vector of four dimensions: each time the player performs
an action, the PM is updated accordingly. At each new level,
the algorithm probabilistically picks a subsequent block
that is more likely to be interesting for the player, according
to her current PM. A particular care is needed during the
storytelling and game design phases, but every game that is
not linear-paced needs expertise in game design and
storytelling and the little additional care needed here is a
little mite to be paid for what the model promises to do.
Further progress of the research will be, first of all, the
development of the proposed model and its implementation
in a game. However, there are also different other
advancements that might be needed to obtain a completely
valid result. Among the others, a better way of drawing a
PM might be found. Indeed, as mentioned, the model is not
dependent on the way of describing the players and it is
always possible to modify the way the PM is calculated,
described and stored. In addition, from the point of view of
a storyteller, it might be very useful to conduct a proper
research to analyse the new paradigm for addressing
interactivity that emerges from the application of the
proposed model. Also, it might be interesting to examine
whether my approach presents restrictions in the stories or
in the mechanics of a game based on it. Lastly, contrarily to
what might be found in many researches on the field, I
strongly believe that a PCGML model able to improve
human design - rather than substituting it - can help the
improvement of such approaches both in literature and in
the industry. As of little help as it might be, I hereby
encourage any studies aimed at this purpose.
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