Europe
Towards Generic Models of Player Experience
Shaker, Noor (IT University of Copenhagen) | Shaker, Mohammad (Joseph Fourier University) | Abou-Zleikha, Mohamed (Aalborg University)
Context personalisation is a flourishing area of research with many applications. Context personalisation systems usually employ a user model to predict the appeal of the context to a particular user given a history of interactions. Most of the models used are context-dependent and their applicability is usually limited to the system and the data used for model construction. Establishing models of user experience that are highly scalable while maintaing the performance constitutes an important research direction. In this paper, we propose generic models of user experience in the computer games domain. We employ two datasets collected from players interactions with two games from different genres where accurate models of players experience were previously built. We take the approach one step further by investigating the modelling mechanism ability to generalise over the two datasets. We further examine whether generic features of player behaviour can be defined and used to boost the modelling performance. The accuracies obtained in both experiments indicate a promise for the proposed approach and suggest that game-independent player experience models can be built.
Modeling Situated Conversations for a Child-Care Robot Using Wearable Devices
On, Kyoung-Woon (Seoul National University) | Kim, Eun-Sol (Seoul National University) | Zhang, Byoung-Tak (Seoul National University)
How can robots fluently communicate with humans and have context-preserving conversation? It is the most momentous and crucial problem in robotics research, especially for service robots such as child-care robots. Here, we aim to develop a situated conversation system for child-care robots. The conversation system considers the current context between robots and children as well as the situation the child is in. The system consists of two parts. The first part tries to understand the context. This part uses the embedded sensors of robots to understand the context and wearable sensors of the child for getting information of the situation the child is in. The second part is to generate the situated conversation. In terms of the model, we designed a hierarchical Bayesian Network for the first part and a Hypernetwork model is used for the second part. We illustrate the application of communication with a child in a child-care service robots scenario. For this application, we collect wearable sensors’ data from the child and mother-child conversation data in daily life. Finally, we discuss our results and future works.
Robustness and Flexibility of GHOST
Fradin, Julien (Université de Nantes) | Richoux, Florian (Université de Nantes)
GHOST is a framework to help game developers to model and implement their own optimization problems, or to simply instantiate a problem already encoded in GHOST. Previous works show that GHOST leads to high-quality solutions in some tens of milliseconds for three RTS-related problems: build order, wall-in placement and target selection. In this paper, we show the robustness of the framework, having very good results for a problem it is not designed for (pathfinding), as well as its flexibility, where it is easy to propose different models of the same problem (resource allocation problem). The goal of the paper is not to improve the state-of-the-art on these problems, but to use them as benchmarks to test GHOST properties.
Can Accomplices to Fraud Will Themselves to Innocence, and Thereby Dodge Counter-Fraud Machines?
Bringsjord, Selmer (Rensselaer Polytechnic Institute (RPI) | Bringsjord, Alexander (Deep Detection LLC)
This brief paper explores the consequences of agnosticism with respect to whether a given human agent B is guilty of fraud. We find that if a human A is agnostic with respect to whether a human fraudster B is guilty of fraud, A, on the only formal definition of fraud that we are aware of, is her/himself provably not guilty of fraud. This means that a counter-fraud machine D based on an implemented version of this definition will classify A as innocent. Hence, if A by simply an act of will can bring it about that A is agnostic, A will evade D
Formalizing Deceptive Reasoning in Breaking Bad: Default Reasoning in a Doxastic Logic
Licato, John (Indiana University and Purdue University, Fort Wayne)
The rich expressivity provided by the cognitive event calculus (CEC) knowledge representation framework allows for reasoning over deeply nested beliefs, desires, intentions, and so on. I put CEC to the test by attempting to model the complex reasoning and deceptive planning used in an episode of the popular television show Breaking Bad. CEC is used to represent the knowledge used by reasoners coming up with plans like the ones devised by the fictional characters I describe. However, it becomes clear that a form of nonmonotonic reasoning is necessary—specifically so that an agent can reason about the nonmonotonic beliefs of another agent. I show how CEC can be augmented to have this ability, and then provide examples detailing how my proposed augmentation enables much of the reasoning used by agents such as the Breaking Bad characters. I close by discussing what sort of reasoning tool would be necessary to implement such nonmonotonic reasoning.
Large-Scale Cross-Game Player Behavior Analysis on Steam
Sifa, Rafet (Fraunhofer IAIS) | Drachen, Anders (Aalborg University) | Bauckhage, Christian (Fraunhofer IAIS)
Behavioral game analytics has predominantly been confined to work on single games, which means that the cross-game applicability of current knowledge remains largely unknown. Here four experiments are presented focusing on the relationship between game ownership, time invested in playing games, and the players themselves, across more than 3000 games distributed by the Steam platform and over 6 million players, covering a total playtime of over 5 billion hours. Experiments are targeted at uncovering high-level patterns in the behavior of players focusing on playtime, using frequent itemset mining on game ownership, cluster analysis to develop playtime-dependent player profiles, correlation between user game rankings and, review scores, playtime and game ownership, as well as cluster analysis on Steam games. Within the context of playtime, the analyses presented provide unique insights into the behavior of game players as they occur across games, for example in how players distribute their time across games.
Path Planning with Inventory-Driven Jump-Point-Search
Aversa, Davide (Sapienza University of Rome) | Sardina, Sebastian (RMIT University of Melbourne) | Vassos, Stavros (Sapienza University of Rome)
In many navigational domains the traversability of cells is conditioned on the path taken. This is often the case in videogames, in which a character may need to acquire a certain object (i.e., a key or a flying suit) to be able to traverse specific locations (e.g., doors or high walls). In order for non-player characters to handle such scenarios we present InvJPS, an “inventory-driven” pathfinding approach based on the highly successful grid-based Jump-Point-Search (JPS) algorithm. We show, formally and experimentally, that the InvJPS preserves JPS’s optimality guarantees and its symmetry breaking advantages in inventory-based variants of game maps.
Job Complexity and User Attention in Crowdsourcing Microtasks
Rothwell, Spencer (VoiceBox Technologies) | Carter, Steele (VoiceBox Technologies) | Elshenawy, Ahmad (VoiceBox Technologies) | Braga, Daniela (VoiceBox Technologies)
This paper examines the importance of presenting simple, intuitive tasks when conducting microtasking on crowdsourcing platforms. Most crowdsourcing platforms allow the maker of a task to present any length of instructions to crowd workers who participate in their tasks. Our experiments show, however, most workers who participate in crowdsourcing microtasks do not read the instructions, even when they are very brief. To facilitate success in microtask design, we highlight the importance of making simple, easy to grasp tasks that do not rely on instructions for explanation.
How Effective an Odd Message Can Be: Appropriate and Inappropriate Topics in Speech-Based Vehicle Interfaces
Sirkin, David (Stanford University) | Fischer, Kerstin (Southern Denmark University) | Jensen, Lars (Southern Denmark University) | Ju, Wendy (Stanford University and California College of the Arts)
Dialog between drivers and speech-based vehicle interfaces can be used as an instrument to find out what drivers might be concerned, confused or curious about in driving simulator studies. Eliciting on-going conversation with drivers about topics that go beyond navigation, control of entertainment systems, or other traditional driving related tasks is important to getting drivers to engage with the activity in an open-ended fashion. In a structured improvisational Wizard of Oz study that took place in a highly immersive driving simulator, we engaged participant drivers (N=6) in an autonomous driving course where the vehicle spoke to drivers using computer-generated natural language speech. Using microanalyses of the drivers’ responses to the car’s utter- ances, we identify a set of topics that are expected and treated as appropriate by the participants in our study, as well as a set of topics and conversational strategies that are treated as inappropriate. We also show that it is just these unexpected, inappropriate utterances that eventually increase users’ trust in the system, make them more at ease, and raise the system’s acceptability as a communication partner.
It’s Not Just What You Say, But How You Say It: Muiltimodal Sentiment Analysis Via Crowdsourcing
Elshenawy, Ahmad Khamis (University of Washington) | Carter, Steele (University of Washington) | Braga, Daniela (Voicebox Technologies)
This paper examines the effect of various modalities of expression on the reliability of crowdsourced sentiment polarity judgments. A novel corpus of YouTube video reviews was created, and sentiment judgments were obtained via Amazon Mechanical Turk. We created a system for isolating text, video, and audio modalities from YouTube videos to ensure that annotators could only see the particular modality or modalities being evaluated. Reliability of judgments was assessed using Fleiss Kappa inter-annotator agreement values. We found that the audio only modality produced the most reliable judgments for video fragments and that across modalities video fragments are less ambiguous than full videos.