Go-Blend behavior and affect
Not on the map. Why?
Abstract (arXiv)
This paper proposes a paradigm shift for affective computing by viewing the affect modeling task as a reinforcement learning process. According to our proposed framework the context (environment) and the actions of an agent define the common representation that interweaves behavior and affect. To realise this framework we build on recent advances in reinforcement learning and use a modified version of the Go-Explore algorithm which has showcased supreme performance in hard exploration tasks. In this initial study, we test our framework in an arcade game by training Go-Explore agents to both play optimally and attempt to mimic human demonstrations of arousal. We vary the degree of importance between optimal play and arousal imitation and create agents that can effectively display a palette of affect and behavioral patterns. Our Go-Explore implementation not only introduces a new paradigm for affect modeling; it empowers believable AI-based game testing by providing agents that can blend and express a multitude of behavioral and affective patterns.
Key facts. Cited by 6 papers in the map (data through 7 Oct 2026). Builds on 15 of its 38 references that are in the map. First posted on arXiv 24 Sep 2021.
Builds on
15 of 38 references.
References · 15
- 2020First return, then explorecited by 256
- 2019Go-Explore: a New Approach for Hard-Exploration Problemscited by 207
- 2020PCGRL: Procedural Content Generation via Reinforcement Learningcited by 90
- 2018Learning Montezuma's Revenge from a Single Demonstrationcited by 76
- 2021Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Studycited by 25
- 2017Emotion in Reinforcement Learning Agents and Robots: A Surveycited by 21
- 2020Exploration Based Language Learning for Text-Based Gamescited by 18
- 2017Deep Structured Learning for Facial Action Unit Intensity Estimationcited by 16
- 2021The Pixels and Sounds of Emotion: General-Purpose Representations of Arousal in Gamescited by 15
- 2019From Pixels to Affect: A Study on Games and Player Experiencecited by 14
- 2020PBCS : Efficient Exploration and Exploitation Using a Synergy between Reinforcement Learning and Motion Planningcited by 11
- 2020How To Avoid Being Eaten By a Grue: Exploration Strategies for Text-Adventure Agentscited by 10
Built on by
Citing papers per year: 2022: 4; 2023: 2.
6 papers.
- 2023Affective Game Computing: A Surveycited by 11
- 2022Generative Personas That Behave and Experience Like Humanscited by 7
- 2022Learning Task-Independent Game State Representations from Unlabeled Imagescited by 6
- 2022Play with Emotion: Affect-Driven Reinforcement Learningcited by 6
- 2023Towards General Game Representations: Decomposing Games Pixels into Content and Stylecited by 3
- 2022Game State Learning via Game Scene Augmentationcited by 2
- 2023Affective Game Computing: A Survey25 Sep 2023
- 2023Towards General Game Representations: Decomposing Games Pixels into Content and Style20 Jul 2023
- 2022Generative Personas That Behave and Experience Like Humans26 Aug 2022
- 2022Play with Emotion: Affect-Driven Reinforcement Learning26 Aug 2022
- 2022Game State Learning via Game Scene Augmentation4 Jul 2022
- 2022Learning Task-Independent Game State Representations from Unlabeled Images13 Jun 2022