用行为数据精准推断玩家能力与风格,让游戏自动个性化适配。
Beyond Asking: A Pipeline for Personalized Game Generation that Reads Players from Behavior

- 构建合成玩家群体,以可验证的参数作为真实行为基准。
- 提出时机感知的行为分析方法,区分偏好与表达机会。
- 验证大模型可有效推断玩家特质,支持动态难度调节。
个性化游戏生成需从玩家行为中推断其能力与风格。大型语言模型可将原始游戏日志转化为流畅且合理的玩家画像,但这些画像缺乏验证。本文提出一个合成玩家群体,其属性由明确的机器人参数定义,确保行为变化与特定属性一致。该基准不依赖已知决策模型,仅基于行为日志进行无模型推断。引入机会感知的决策时刻表征,分离偏好与表达机会,消融实验显示其对依赖机会的属性影响显著。在该基准上,少样本大模型推理优于嵌入与规则基线,但特征驱动的监督回归仍更优。最后,将推断结果用于动态难度调节,对照真实标签与错误配置,结合初步人类实验验证迁移可行性。
原文摘要 · Abstract (English)
Personalized game generation requires inferring a player's abilities and behavioral style from how they play. Large language models have made this inference more attainable than ever: an LLM can read a raw gameplay transcript and produce a fluent, plausible profile of the player. Plausible, however, is not verified, and verification is precisely what the field lacks: latent traits are unobservable; questionnaires provide noisy proxies and become circular when self-reports are used to validate behavior-based inference; and behavior itself is ambiguous without context -- a player who never collects an item may not want it, or may never have had the chance. We address both problems. First, we construct a synthetic player population whose traits are ground truth by construction: each trait is an explicit bot parameter, accepted only after controlled manipulation produces consistent, trait-specific behavioral change. Unlike prior parameter-recovery work that inverts a known decision model, our benchmark evaluates policy-agnostic inference from behavioral transcripts alone. Second, we introduce an opportunity-aware decision-moment representation that disentangles preference from the chance to express it; ablating it selectively degrades opportunity-dependent traits. On this benchmark, few-shot LLM inference outperforms embedding- and rule-based baselines on most traits, though feature-based supervised regressors remain stronger overall. Finally, we close the loop: inferred profiles drive difficulty adaptation, evaluated against ground-truth references and mismatched-profile controls, and an exploratory human study examines whether these findings transfer to real players.
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