  We argue for the use of active learning methods for player modelling. In
active learning, the learning algorithm chooses where to sample the search
space so as to optimise learning progress. We hypothesise that player modelling
based on active learning could result in vastly more efficient learning, but
will require big changes in how data is collected. Some example active player
modelling scenarios are described. A particular form of active learning is also
equivalent to an influential formalisation of (human and machine) curiosity,
and games with active learning could therefore be seen as being curious about
the player. We further hypothesise that this form of curiosity is symmetric,
and therefore that games that explore their players based on the principles of
active learning will turn out to select game configurations that are
interesting to the player that is being explored.
