Organizations: Fraunhofer IAIS, Sankt Augustin, Germany · University of Bonn, Germany · Lamarr Institute for Machine Learning and Artificial Intelligence, Germany · PhenoRob Cluster of Excellence, University of Bonn, Germany
Raw player input sequences in video games contain fine-grained behavior, but are high-dimensional and noisy, which makes large-scale analytics challenging. To address this, we introduce PlayerEmbed, a framework that learns compact and discriminative player embeddings using deep metric learning. Our approach uses a hybrid CNN-LSTM encoder trained on raw input sequences from 1,000 players. We evaluate the model on held-out sequences from these players and on sequences from 1,000 players entirely unseen during training to assess generalization to unseen identities. For player identification, a nearest-centroid classifier built from reference embeddings achieves strong performance, reaching balanced accuracies of 0.950 for players seen during training and 0.879 for players unseen during training. Systematically increasing the number of training players substantially improves generalization to unseen players, indicating a transition from simple fingerprinting to learning transferable behavioral patterns.
Figures & tables
Fig. 1: Flowchart of how the PlayerEmbed framework can be used for player identification using nearest-centroid classification.
Config
M
Centroid
Medoid
1-NN
5-NN
9-NN
K → K
1
0.790 ± .007
0.720 ± .010
0.742 ± .008
0.743 ± .008
0.740 ± .008
K → K
3
0.931 ± .004
0.889 ± .005
0.889 ± .004
0.886 ± .004
0.881 ± .004
K → K
6
0.950 ± .003
0.920 ± .004
0.917 ± .004
0.913 ± .004
0.908 ± .004
KU → U
1
0.621 ± .008
0.520 ± .008
0.599 ± .007
0.598 ± .007
0.601 ± .007
KU → U
3
0.833 ± .004
0.728 ± .006
0.775 ± .005
0.782 ± .005
0.783 ± .004
KU → U
6
0.879 ± .004
0.792 ± .007
0.827 ± .005
0.832 ± .005
0.831 ± .005
TABLE I: Balanced accuracy of classification methods across evaluation configs and averaging levels M for n=1000 .
Balanced Accuracy
Macro F1
Config
n
M=1
M=6
M=1
M=6
K → K
100
0.8990 ± .009
0.9998 ± .000
0.8985 ± .009
0.9998 ± .000
K → K
200
0.8993 ± .004
0.9996 ± .000
0.8977 ± .004
0.9996 ± .000
K → K
400
0.8900 ± .006
0.9967 ± .001
0.8825 ± .006
0.9964 ± .001
K → K
600
0.8564 ± .007
0.9851 ± .004
0.8407 ± .008
0.9826 ± .005
K → K
800
0.8281 ± .009
0.9704 ± .005
0.8015 ± .009
0.9641 ± .006
TABLE II: Balanced accuracy and macro F1 for nearest-centroid classification across evaluation configurations, numbers of known training players n , and averaging levels M .
n=100
n=1000
Method
M=1
M=6
M=1
M=6
MLP
0.5522 ± .0060
0.7633 ± .0068
0.2513 ± .0015
0.3946 ± .0082
SVM
0.4407 ± .0024
0.7951 ± .0077
0.1332 ± .0013
0.3549 ± .0042
Centroid
0.3197 ± .0040
0.7566 ± .0072
0.1226 ± .0006
0.3701 ± .0056
XGBoost
0.5418 ± .0049
0.7124 ± .0055
0.2200 ± .0026
0.3148 ± .0053
PlayerEmbed
0.8990 ± .0090
0.9998 ± .0000
0.7899 ± .0070
0.9503 ± .0030
TABLE III: Balanced accuracy of traditional baselines compared to PlayerEmbed . Bold marks the best baseline.
Model
K → K
KU → U
M=1
M=6
M=1
M=6
CNN-LSTM
0.790 ± .007
0.950 ± .003
0.621 ± .008
0.879 ± .004
Transformer L=3
0.698 ± .005
0.931 ± .002
0.385 ± .010
0.785 ± .006
CNN-LSTM no head
0.702 ± .017
0.921 ± .009
0.524 ± .018
0.846 ± .009
Transformer L=2
0.681 ± .004
0.921 ± .002
0.444 ± .009
0.803 ± .003
LSTM
0.680 ± .027
0.914 ± .009
0.506 ± .020
0.830 ± .012
TABLE IV: Balanced accuracy for n=1000 on known and unknown players across averaging levels M . Rows are ordered by known-player performance at M=6 .
Fig. 2: UMAP visualization of player centroids for KTest and UTest with HDBSCAN cluster assignments.
Discovering behavioral patterns in open-ended games is challenging due to the lack of clear objectives or ground-truth annotations. In this work, we extend a next-token prediction Transformer with the deep clustering algorithm DCSS to learn meaningful representations with well-separated clusters. In a controlled Minecraft session with 26 players, the method discovers 23 distinct behavioral patterns that generalize across the studied players, further refining structures present in self-supervised representations into clearly separable clusters. We group the clusters into seven interpretable categories covering stationary, roaming, travel, mining, base work, logging, and farming behavior.
Tobias Schneider, Danial Fahrner, Soren Antebi +4
Fraunhofer IAIS, Sankt Augustin, Germany · University of Bonn, Bonn, Germany
Person re-identification is typically addressed by learning identity-discriminative embeddings from individual person crops. However, player re-identification in broadcast sports videos presents a unique challenge: players from the same team often share similar appearances, while video sequences provide repeated observations of the same players under different viewpoints and surrounding contexts. Existing crop-based approaches largely ignore this contextual information, which can be critical for resolving visually similar identities. Here, we propose ContextReID, a contextualized embedding framework that represents a player by jointly considering other players in the same frame and observations from different frames of the broadcast sequence. By incorporating both co-occurring players and cross-frame observations, the model learns identity features relative to the surrounding visual context rather than relying only on isolated appearance cues. We implement this framework with a vision-language model that takes sets of player crops as input and generates context-aware embeddings for individual players. A combined contextual learning and retrieval objective encourages the model to capture cross-frame identity relationships while maintaining discriminative embeddings for player matching. Experiments across three multi-object tracking benchmarks show that ContextReID improves player retrieval over conventional single-crop embedding approaches in both Rank-1 and mAP. These results highlight the utility of spatial and temporal context for reliable player identification in broadcast sports videos.
Ge Luo, Changhuo Yang, Weisi Fan +2
Central South University · Iowa State University · Shandong University
Personalized game generation requires inferring a player's abilities and behavioral style from how they play. Large language models have made this inference more attainable than ever: an LLM can read a raw gameplay transcript and produce a fluent, plausible profile of the player. Plausible, however, is not verified, and verification is precisely what the field lacks: latent traits are unobservable; questionnaires provide noisy proxies and become circular when self-reports are used to validate behavior-based inference; and behavior itself is ambiguous without context -- a player who never collects an item may not want it, or may never have had the chance. We address both problems. First, we construct a synthetic player population whose traits are ground truth by construction: each trait is an explicit bot parameter, accepted only after controlled manipulation produces consistent, trait-specific behavioral change. Unlike prior parameter-recovery work that inverts a known decision model, our benchmark evaluates policy-agnostic inference from behavioral transcripts alone. Second, we introduce an opportunity-aware decision-moment representation that disentangles preference from the chance to express it; ablating it selectively degrades opportunity-dependent traits. On this benchmark, few-shot LLM inference outperforms embedding- and rule-based baselines on most traits, though feature-based supervised regressors remain stronger overall. Finally, we close the loop: inferred profiles drive difficulty adaptation, evaluated against ground-truth references and mismatched-profile controls, and an exploratory human study examines whether these findings transfer to real players.
Yifan Lu, Xiaopeng Yuan, Haohan Wang
Imperial College London · University of Illinois Urbana-Champaign