Across-Game Engagement Modelling via Few-Shot Learning
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Abstract (arXiv)
Domain generalisation involves learning artificial intelligence (AI) models that can maintain high performance across diverse domains within a specific task. In video games, for instance, such AI models can supposedly learn to detect player actions across different games. Despite recent advancements in AI, domain generalisation for modelling the users' experience remains largely unexplored. While video games present unique challenges and opportunities for the analysis of user experience -- due to their dynamic and rich contextual nature -- modelling such experiences is limited by generally small datasets. As a result, conventional modelling methods often struggle to bridge the domain gap between users and games due to their reliance on large labelled training data and assumptions of common distributions of user experience. In this paper, we tackle this challenge by introducing a framework that decomposes the general domain-agnostic modelling of user experience into several domain-specific and game-dependent tasks that can be solved via few-shot learning. We test our framework on a variation of the publicly available GameVibe corpus, designed specifically to test a model's ability to predict user engagement across different first-person shooter games. Our findings demonstrate the superior performance of few-shot learners over traditional modelling methods and thus showcase the potential of few-shot learning for robust experience modelling in video games and beyond.
Key facts. Cited by 4 papers in the map (data through 7 Oct 2026). Builds on 27 of its 43 references that are in the map. First posted on arXiv 19 Sep 2024.
Builds on
27 of 43 references.
References · 27
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15 more
- 2022Masked Video Distillation: Rethinking Masked Feature Modeling for Self-supervised Video Representation Learningcited by 90
- 2022Contrastive Learning for Prompt-Based Few-Shot Language Learnerscited by 17
- 2023ContrastNet: A Contrastive Learning Framework for Few-Shot Text Classificationcited by 17
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- 2021Towards General Models of Player Experience: A Study Within Genrescited by 11
- 2023Affective Game Computing: A Surveycited by 11
- 2023Predicting Player Engagement in Tom Clancy's The Division 2: A Multimodal Approach via Pixels and Gamepad Actionscited by 9
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Built on by
Citing papers per year: 2025: 2; 2026: 2.
4 papers.
- 2025Can Large Language Models Capture Video Game Engagement?cited by 2
- 2025Emotions as Ambiguity-aware Ordinal Representationscited by 1
- 2026Beyond the Mean: Modelling Annotation Distributions in Continuous Affect Predictioncited by 0
- 2026Resource-Constrained Affect Modelling via Variance Regularisation Pruningcited by 0
- 2026Resource-Constrained Affect Modelling via Variance Regularisation Pruning26 May 2026
- 2026Beyond the Mean: Modelling Annotation Distributions in Continuous Affect Prediction8 Apr 2026
- 2025Emotions as Ambiguity-aware Ordinal Representations26 Aug 2025
- 2025Can Large Language Models Capture Video Game Engagement?5 Feb 2025