Abstract:Despite its technological breakthroughs, eXplainable Artificial Intelligence (XAI) research has limited success in producing the {\em effective explanations} needed by users. In order to improve XAI systems' usability, practical interpretability, and efficacy for real users, the emerging area of {\em Explainable Interfaces} (EIs) focuses on the user interface and user experience design aspects of XAI. This paper presents a systematic survey of 53 publications to identify current trends in human-XAI interaction and promising directions for EI design and development. This is among the first systematic survey of EI research.
Abstract:Is it possible to predict the motivation of players just by observing their gameplay data? Even if so, how should we measure motivation in the first place? To address the above questions, on the one end, we collect a large dataset of gameplay data from players of the popular game Tom Clancy's The Division (Ubisoft, 2016). On the other end we ask them to report their levels of competence, autonomy, relatedness and presence using the in-house designed Ubisoft Perceived Experience Questionnaire. After processing the survey responses in an ordinal fashion we employ preference learning methods, based on support vector machines, to infer the mapping between gameplay and the four motivation factors. Our key findings suggest that gameplay features are strong predictors of player motivation as the obtained models reach accuracies of near certainty, in particular, from 93% up to 97% on unseen players.
Abstract:Player modeling is an important concept that has gained much attention in game research due to its utility in developing adaptive techniques to target better designs for engagement and retention. Previous work has explored modeling individual differences using machine learning algorithms per- formed on aggregated game actions. However, players' individual differences may be better manifested through sequential patterns of the in-game player's actions. While few works have explored sequential analysis of player data, none have explored the use of Hidden Markov Models (HMM) to model individual differences, which is the topic of this paper. In par- ticular, we developed a modeling approach using data col- lected from players playing a Role-Playing Game (RPG). Our proposed approach is two fold: 1. We present a Hidden Markov Model (HMM) of player in-game behaviors to model individual differences, and 2. using the output of the HMM, we generate behavioral features used to classify real world players' characteristics, including game expertise and the big five personality traits. Our results show predictive power for some of personality traits, such as game expertise and conscientiousness, but the most influential factor was game expertise.