1. A computer-implemented method comprising: detecting, by a computer system, an interest of a video game player in assistance with interacting with a context of a video game; determining, by the computer system, an experience level of the video game player in playing the video game; selecting, by the computer system, an action for the assistance from potential actions, the action selected based on predicted outcomes of performing the potential actions given the experience level of the video game player, the potential actions and the predicted outcomes derived based on automated analysis of a database of historical interactions with the context of other video game players of the determined experience level; and causing, by the computer system, a presentation about the action in the video game in response to detecting that the video game player needs the assistance.