analiza aiqbench
This research establishes a rigorous benchmark for inferring player traits from gameplay transcripts using Large Language Models, addressing critical issues like verifying inferred profiles and disentangling preference from opportunity constraints. By moving beyond self-reported questionnaires which often introduce circularity or noise, the study demonstrates that few-shot LLMs can effectively adapt game difficulty based on behaviorally derived insights without relying on known decision models. This work advances personalized gaming by providing a policy-agnostic framework to validate how AI interprets complex human behaviors in dynamic environments.
Beyond Asking: A Pipeline for Personalized Game Generation that Reads Players from Behavior
arXiv:2608.16196v1 Announce Type: new Abstract: 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.
Abstract: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.
16 pages, 3 figures, 6 tables. Includes technical appendix
Artificial Intelligence (cs.AI); Human-Computer Interaction (cs.HC)
I.2.1; I.2.6; H.5.2
arXiv:2608.16196 [cs.AI]
(or arXiv:2608.16196v1 [cs.AI] for this version)
https://doi.org/10.48550/arXiv.2608.16196 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
arXivLabs is a framework that allows collaborators to develop and share new arXiv features directly on our website.
Both individuals and organizations that work with arXivLabs have embraced and accepted our values of openness, community, excellence, and user data privacy. arXiv is committed to these values and only works with partners that adhere to them.
Have an idea for a project that will add value for arXiv's community? Learn more about arXivLabs.
Text integral sub licența deschisă a publicației · 337 cuvinte
Subiecte conexe

[AINews] Meta Muse Wonder & Wonder Full: MSL’s Claude 5.5-tier Frontier Model
Latent Space · 13 oct. 2026

Academia is for Ambition — Alex Zhang, MIT
Latent Space · 2 oct. 2026

Runway’s WorldPrompt and the Engineering of Real-Time Worlds
Latent Space · 25 sept. 2026

Informe de riesgos de la IA de frontera (febrero–marzo de 2026)
METR · 19 mai 2026