Path Generation and Evaluation in Video Games: A Nonparametric Statistical Approach
Daniel Campa, Mehdi Saeedi, Ian Colbert, Srinjoy Das

TL;DR
This paper introduces a nonparametric statistical approach for generating and evaluating realistic navigation paths in video games, offering interpretable control and reliable assessment without complex deep learning models.
Contribution
It proposes a novel path generation and evaluation method based on nonparametric statistics and copula models, addressing interpretability and control issues in existing deep learning approaches.
Findings
Effective path generation with controllable human-likeness.
Reliable evaluation distinguishing overfitting and underfitting.
Empirical validation on gaming benchmarks.
Abstract
Navigation path traces play a crucial role in video game design, serving as a vital resource for both enhancing player engagement and fine-tuning non-playable character behavior. Generating such paths with human-like realism can enrich the overall gaming experience, and evaluating path traces can provide game designers insights into player interactions. Despite the impressive recent advancements in deep learning-based generative modeling, the video game industry hesitates to adopt such models for path generation, often citing their complex training requirements and interpretability challenges. To address these problems, we propose a novel path generation and evaluation approach that is grounded in principled nonparametric statistics and provides precise control while offering interpretable insights. Our path generation method fuses two statistical techniques: (1) nonparametric…
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Taxonomy
TopicsArtificial Intelligence in Games · Digital Games and Media · Human Motion and Animation
