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Conclusion
This paper presented two methods of modeling player decision making styles. One
was based on personas, evolved from designer expert knowledge, the other was
based on clones, based on human playtraces. Two metrics were used to evaluate the
agents' abilities to represent human decision making styles. The methods were
shown to perform almost equally well when compared at the ac- tion level, while
clones performed better than personas when compared at the affordance level.
Acknowledgments. We thank the players of the game. The research was
supported, in part, by the FP7 ICT project C2Learn (project no: 318480) and by
the FP7 Marie Curie CIG project AutoGameDesign (project no: 630665).
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