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          <dc:title>Player Modeling</dc:title>
          <dc:creator>Yannakakis, Georgios N.</dc:creator>
          <dc:creator>Spronck, Pieter</dc:creator>
          <dc:creator>Loiacono, Daniele</dc:creator>
          <dc:creator>André, Elisabeth</dc:creator>
          <dc:subject>User modeling</dc:subject>
          <dc:subject>Computer Games</dc:subject>
          <dc:subject>Computational and Artificial Intelligence</dc:subject>
          <dc:subject>Affective Computing</dc:subject>
          <dc:description>Player modeling is the study of computational models of players in games. This includes the detection, modeling, prediction and expression of human player characteristics which are manifested&#13;
through cognitive, affective and behavioral patterns. This chapter introduces a holistic view of player modeling and provides a high level taxonomy and discussion of the key components of a player's model. The discussion focuses on a taxonomy of approaches for constructing a player model, the available types of data for the model's input and a proposed classification for the model's output. The chapter provides also a brief overview of some promising applications and a discussion of the key challenges player modeling is currently facing which are linked to the input, the output and the computational model.</dc:description>
          <dc:publisher>Schloss Dagstuhl – Leibniz-Zentrum für Informatik</dc:publisher>
          <dc:contributor>Georgios N. Yannakakis and Pieter Spronck and Daniele Loiacono and Elisabeth André</dc:contributor>
          <dc:date>2013</dc:date>
          <dc:relation>Is Part Of Dagstuhl Follow-Ups, Volume 6, Artificial and Computational Intelligence in Games (2013)</dc:relation>
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          <dc:identifier>doi:10.4230/DFU.Vol6.12191.45</dc:identifier>
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          <dc:language>eng</dc:language>
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