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Experience management (EM) agents in multiplayer serious games face unique challenges and responsibilities regarding the fair treatment of players. One such challenge is the Greedy Bandit Problem that arises when using traditional Multi-Armed Bandits (MABs) as EM agents, which results in some players routinely prioritized while others may be ignored. We will show that this problem can be a cause of player non-adherence in a multiplayer serious game played by human users. To mitigate this effect, we propose a new bandit strategy, the Shapley Bandit, which enforces fairness constraints in its treatment of players based on the Shapley Value. We evaluate our approach via simulation with virtual players, finding that the Shapley Bandit can be effective in providing more uniform treatment of players while incurring only a slight cost in overall performance to a typical greedy approach. Our findings highlight the importance of fair treatment among players as a goal of multiplayer EM agents and discuss how addressing this issue may lead to more effective agent operation overall. The study contributes to the understanding of player modeling and EM in serious games and provides a promising approach for balancing fairness and engagement in multiplayer environments.more » « less
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null (Ed.)This paper focuses on player modeling in multiplayer adaptive games. While player modeling has received a significant amount of attention, less is known about how to use player modeling in multiplayer games, especially when an experience management AI must make decisions on how to adapt the experience for the group as a whole. Specifically, we present a multi-armed bandit (MAB) approach for modeling groups of multiple players. Our main contributions are a new MAB frame- work for multiplayer modeling and techniques for addressing the new challenges introduced by the multiplayer context, extending previous work on MAB-based player modeling to account for new group-generated phenomena not present in single-user models. We evaluate our approach via simulation of virtual players in the context of multiplayer adaptive exergames.more » « less
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Experience Management studies AI systems that automatically adapt interactive experiences such as games to tailor to specific players and to fulfill design goals. Although it has been explored for several decades, existing work in experience management has mostly focused on single-player experiences. This paper is a first attempt at identifying the main challenges to expand EM to multi-player/multi-user games or experiences. We also make connections to related areas where solutions for similar problems have been proposed (especially group recommender systems) and discusses the potential impact and applications of multi-player EM.more » « less
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