mlsanityData to 14 Oct 2026

Understanding Players as if They Are Talking to the Game in a Customized Language: A Pilot Study

arXiv 2410.18605 ↗First posted 24 Oct 2024cs.LGcited by 1

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Abstract (arXiv)

This pilot study explores the application of language models (LMs) to model game event sequences, treating them as a customized natural language. We investigate a popular mobile game, transforming raw event data into textual sequences and pretraining a Longformer model on this data. Our approach captures the rich and nuanced interactions within game sessions, effectively identifying meaningful player segments. The results demonstrate the potential of self-supervised LMs in enhancing game design and personalization without relying on ground-truth labels.

Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). Builds on 12 of its 30 references that are in the map. First posted on arXiv 24 Oct 2024.

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12 of 30 references.

References · 12

  1. 2018BERT: Pre-training of Deep Bidirectional Transformers for Language Understandingcited by 40,399
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  3. 2019PyTorch: An Imperative Style, High-Performance Deep Learning Librarycited by 20,305
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  5. 2020Longformer: The Long-Document Transformercited by 3,413
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  9. 2018RepeatNet: A Repeat Aware Neural Recommendation Machine for Session-based Recommendationcited by 51
  10. 2013Using Temporal Data for Making Recommendationscited by 20
  11. 2020Interpretable Contextual Team-aware Item Recommendation: Application in Multiplayer Online Battle Arena Gamescited by 3
  12. 2021Automating Gamification Personalization: To the User and Beyondcited by 1

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