Proceedings

Player Goal Recognition in Open-World Digital Games with Long Short-Term Memory Networks

Download BibTeX Cite

Proceedings of the Twenty-Fifth International Joint Conference on Artificial Intelligence. Pages 2590-2595.

© 2016 International Joint Conferences on Artificial Intelligence

Abstract

Recent years have seen a growing interest in player modeling for digital games. Goal recognition, which aims to accurately recognize players' goals from observations of low-level player actions, is a key problem in player modeling. However, player goal recognition poses significant challenges because of the inherent complexity and uncertainty pervading gameplay. In this paper, we formulate player goal recognition as a sequence labeling task and introduce a goal recognition framework based on long short-term memory (LSTM) networks. Results show that LSTM-based goal recognition is significantly more accurate than previous state-of-the-art methods, including n-gram encoded feedforward neural networks pre-trained with stacked denoising autoencoders, as well as Markov logic network-based models. Because of increased goal recognition accuracy and the elimination of labor-intensive feature engineering, LSTM-based goal recognition provides an effective solution to a central problem in player modeling for open-world digital games.

  1. [Baker et al., 2009] C. Baker, R. Saxe, and J. Tenenbaum. Action understanding as inverse planning. Cognition, 113(3):329-349, 2009.
  2. [Baikadi et al., 2014] A. Baikadi, J. Rowe, B. Mott, and J. Lester. Generalizability of Goal Recognition Models in Narrative-Centered Learning Environments. In Proceedings of the 22nd Conference on User Modeling, Adaptation, and Personalization, pages 278-289, 2014.
  3. [Bengio et al., 2003] Y. Bengio, R. Ducharme, P. Vincent, and C. Janvin. 2003. A Neural Probabilistic Language Model. The Journal of Machine Learning Research, 3:1137-1155, 2003.
  4. [Bergstra and Bengio, 2012] J. Bergstra and Y. Bengio. Random Search for Hyper-Parameter Optimization. Journal of Machine Learning Research, 13:281-305, 2012.
  5. [Bisson et al., 2015] F. Bisson, H. Larochelle, and F. Kabanza. Using a Recursive Neural Network to Learn an Agent's Decision Model for Plan Recognition. In Proceedings of the 24th International Joint Conference on Artificial Intelligence, pages 918-924, 2015. IJCAI
  6. [Duong et al., 2009] T. Duong, D. Phung, H. Bui, and S. Venkatesh. Efficient duration and hierarchical modeling for human activity recognition. Artificial Intelligence, 173(7-8):830-856, 2009.
  7. [Geib and Goldman, 2009] C. Geib and R. Goldman. A probabilistic plan recognition algorithm based on plan tree grammars. Artificial Intelligence, 173(11):1101- 1132, 2009.
  8. [Graves, 2012] A. Graves. Supervised Sequence Labelling with Recurrent Neural Networks. Studies in Computational Intelligence, Springer, 2012.
  9. [Ha et al., 2011] E. Ha, J. Rowe, B. Mott, and J. Lester. Goal Recognition with Markov Logic Networks for Player-Adaptive Games. In Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, pages 32-39, 2011.
  10. [Harrison et al., 2015] B. Harrison, S. Ware, M. Fendt, and D. Roberts. A Survey and Analysis of Techniques for Player Behavior Prediction in Massively Multiplayer Online Role-Playing Games. IEEE Transactions on Emerging Topics in Computing, 3(2): 260-274, 2015.
  11. [Hochreiter and Schmidhuber, 1997] S. Hochreiter and J. Schmidhuber. Long short-term memory. Neural Computation, 9(8):1-32, 1997.
  12. [Kabanza et al., 2013] F. Kabanza, J. Filion, A. Rezak Benaskeur, and H. Irandoust. Controlling the hypothesis space in probabilistic plan recognition. In Proceedings of the 23rd International Joint Conference on Artificial Intelligence, pages 2306-2312, 2013. IJCAI
  13. [Kautz and Allen, 1986] H. Kautz and J. Allen. Generalized Plan Recognition. In Proceedings of the Fifth National Conference on Artificial Intelligence, pages 32-38, 1986.
  14. [Le and Mikolov, 2014] Q. Le and T. Mikolov. Distributed Representations of Sentences and Documents. In Proceedings of the 31st International Conference on Machine Learning, pages 1188-1196, 2014.
  15. [LeCun et al., 2015] Y. LeCun, Y. Bengio, and G. Hinton. Deep learning. Nature, 521(7553): 436-444, 2015.
  16. [Lopes and Bidarra, 2011] R. Lopes and R. Bidarra. Adaptivity challenges in games and simulations: A survey. IEEE Transactions on Computational Intelligence and AI in Games, 3(2):85-99, 2011.
  17. [Min et al., 2014] W. Min, E. Ha, J. Rowe, B. Mott and J. Lester. Deep Learning-Based Goal Recognition in Open-Ended Digital Games. In Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, pages 37-43, 2014.
  18. [Mott et al., 2006] B. Mott, S. Lee, and J. Lester. Probabilistic goal recognition in interactive narrative environments. In Proceedings of the 21st National Conference on Artificial Intelligence, pages 187-192, 2006.
  19. [Riedl and Bulitko, 2013] M. Riedl and V. Bulitko. Interactive Narrative: An Intelligent Systems Approach. AI Magazine, 34(1):67-77, 2013.
  20. [Rowe et al., 2011] J. Rowe, L. Shores, B. Mott, and J. Lester. Integrating learning, problem solving, and engagement in narrative-centered learning environments. International Journal of Artificial Intelligence in Education. 21(1-2):115-133, 2011.
  21. [Shaker et al., 2015] N. Shaker, J. Togelius, and M. J Nelson. Procedural Content Generation in Games: A Textbook and an Overview of Current Research. Springer, 2015.
  22. [Singla and Mooney, 2011] P. Singla and R. Mooney. Abductive Markov logic for plan recognition. In Proceedings of the 25th National Conference on Artificial Intelligence, pages 1069-1075, 2011.
  23. [Socher et al., 2010] R. Socher, C. Manning, and A. Ng. Learning continuous phrase representations and syntactic parsing with recursive neural networks. In Proceedings of the NIPS-2010 Deep Learning and Unsupervised Feature Learning Workshop, pages 1-9, 2010.
  24. [Squire, 2008] K. Squire. Open-ended video games: A model for developing learning for the interactive age. The ecology of games: Connecting youth, games, and learning, pages 167-198, 2008.
  25. [Sukthankar et al., 2014] G. Sukthankar, C. Geib, H. Bui, D. Pynadath, and R. Goldman. Plan, activity, and intent recognition: Theory and practice. Newnes, 2014.
  26. [Yannakakis et al., 2013] G. Yannakakis, P. Spronck, D. Loiacono, and E. André. Player Modeling. Artificial and Computational Intelligence in Games, 6:45-59, 2013.

References were extracted automatically from the PDF and may contain errors.

Welcome Future Conferences AI Journal Division IJCAI Proceedings About IJCAI IJCAI Awards