mlsanityData to 7 Oct 2026

An Unsupervised Video Game Playstyle Metric via State Discretization

arXiv 2110.00950 ↗First posted 3 Oct 2021cs.AI cs.CV cs.LGcited by 3

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Abstract (arXiv)

On playing video games, different players usually have their own playstyles. Recently, there have been great improvements for the video game AIs on the playing strength. However, past researches for analyzing the behaviors of players still used heuristic rules or the behavior features with the game-environment support, thus being exhausted for the developers to define the features of discriminating various playstyles. In this paper, we propose the first metric for video game playstyles directly from the game observations and actions, without any prior specification on the playstyle in the target game. Our proposed method is built upon a novel scheme of learning discrete representations that can map game observations into latent discrete states, such that playstyles can be exhibited from these discrete states. Namely, we measure the playstyle distance based on game observations aligned to the same states. We demonstrate high playstyle accuracy of our metric in experiments on some video game platforms, including TORCS, RGSK, and seven Atari games, and for different agents including rule-based AI bots, learning-based AI bots, and human players.

Key facts. Cited by 3 papers in the map (data through 7 Oct 2026). Builds on 10 of its 32 references that are in the map. First posted on arXiv 3 Oct 2021.

Builds on

10 of 32 references.

References · 10

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  10. 2018An Atari Model Zoo for Analyzing, Visualizing, and Comparing Deep Reinforcement Learning Agentscited by 15

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2024: 1; 2025: 1; 2026: 1.

3 papers.