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Removing human players from the loop: AI-assisted assessment of Gaming QoE

机译:从循环中淘汰人类玩家:AI辅助评估游戏QoE

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Quality of Experience (QoE) assessment for video games is known for being a heavy-weight process, typically requiring the active involvement of several human players and bringing limited transferability across games. Clearly, to some extent, QoE is correlated with the achieved in-game score, as player frustration will arise whenever realized performance is far from what is expected due to conditions beyond player control such as network congestion in the increasingly prevalent case of networked games. To disrupt the status quo, we propose to remove human players from the loop and instead exploit Deep Reinforcement Learning (DRL) agents to play games under varying network conditions. We apply our framework to a set of Atari games with different types of interaction, showing that the score degradation observed with DRL agents can be exploited in networking devices (e.g., by prioritizing scheduling decisions), reinforcing fairness across games, and thus enhancing the overall quality of gaming experience.
机译:视频游戏的体验质量(QoE)评估是一个繁重的过程,通常需要多个人类玩家的积极参与,并且跨游戏的可移植性受到限制。显然,在一定程度上,QoE与游戏中获得的分数相关,因为在网络游戏日益普及的情况下,只要玩家无法控制的情况(例如网络拥塞)导致实现的性能远非预期,就会使玩家感到沮丧。为了破坏现状,我们建议从循环中删除人工玩家,而利用深度强化学习(DRL)代理在变化的网络条件下玩游戏。我们将我们的框架应用于一组具有不同交互类型的Atari游戏,这表明可以在网络设备中利用DRL代理观察到的分数下降(例如,通过优先安排计划决策),从而增强游戏的公平性,从而提高整体游戏的公平性。游戏体验的质量。

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