Europe
Game-Based Data Capture for Player Metrics
Normoyle, Aline (University of Pennsylvania) | Drake, John (University of Pennsylvania) | Likhachev, Maxim (Carnegie Mellon University) | Safonova, Alla (Disney Research Pittsburgh)
Player metrics are an invaluable resource for game designers and QA analysts who wish to understand players, monitor and improve game play, and test design hypotheses. Usually such metrics are collected in a straightforward manner by passively recording players; however, such an approach has several potential drawbacks. First, passive recording might fail to record metrics which correspond to an infrequent player behavior. Secondly, passive recording can be a costly, laborious, and memory intensive process, even with the aid of tools. In this paper, we explore the potential for an active approach to player metric collection which strives to collect data more efficiently, and thus with less cost. We use an online, iterative approach which models the relationship between player metrics and in-game situations probabilistically using a Markov Decision Process (MDP) and solves it for the best game configurations to run. To analyze the benefits and limitations of this approach, we implemented a system, called GAMELAB, for recording player metrics in Second Life.
Autonomy in Music-Generating Systems
Bown, Oliver Roland (University of Sydney) | Martin, Aengus (University of Sydney)
The word autonomy is often used in the discussion of software-based music-generating systems. Whilst the term conveys a very clear concept — the sense of self-determination of a system — attempts to formalise autonomy are at an early stage, and the term is subject to a range of interpretations when practically applied. We consider how the evaluation of music-generating systems will be enhanced by a clearer understanding of autonomy and its application to music. We discuss existing definitions and approaches to quantifying autonomy and consider, through a series of examples, the information that is required in order to make precise formal judgements about autonomy, and the identification of relevant levels at which the principle of autonomy applies in music. We conclude that automated measures can supplement human evaluation of autonomy, but that (a) automated measures must be supported by sound reasoning about the features and timescales used in the measurement, and (b) they are improved by a having knowledge of the internal working of the system, rather than taking a black box approach. We consider multi-dimensional representations of system behaviour that may capture a richer sense of the notion of autonomy. Finally, we propose an approach to automatically probing music systems as a means of determining an autonomy `portrait'.
Artificial Intelligence and Personalization Opportunities for Serious Games
Brisson, António (INESC-ID and Instituto Superior Técnico) | Pereira, Gonçalo (INESC-ID and Instituto Superior Técnico) | Prada, Rui (INESC-ID and Instituto Superior Técnico) | Paiva, Ana (INESC-ID and Instituto Superior Técnico) | Louchart, Sandy (Harriot-Watt University) | Suttie, Neil (Harriot-Watt University) | Lim, Theo (Harriot-Watt University) | Lopes, Ricardo Abreu (T U Delft) | Bidarra, Rafael (Politecnico di Milano) | Bellotti, Francesco (RWTH-Aachen) | Kravcik, Milos (Syntef) | Oliveira, Manuel Fradinho
Artificial Intelligence (AI) and Personalization are both essential - How do we relate content (the factual knowledge aspects of all games, be they serious or entertainment contained, game mechanics) and context (experiences based. In this research the role of AI and Personalization is and activities) to pedagogical goals towards supporting however focused upon the context of Serious Games (SG) in pedagogically-driven design and development of SGs? particular. A concerted research direction is necessary in this From these two high-level questions we derived a more area so as to establish future benchmarks and metrics for the pragmatic approach to AI and Personalization based on: In effective use of AI and Personalization in serious games design what ways can personalization improve learning and adapt and will benefit relevant research communities in providing best to learner requirements?
Supporting STEM Learning With Gaming Technologies: Principles For Effective Design
Borge, Marcela (The College of Information Sciences and Technology, The Pennsylvania State University) | White, Barbara Y. (University of California at Berkeley)
In this paper, methods and models for the design of educational interventions and usable systems are presented and synthesized. The purpose is to suplliment the design process with educational considerations and discern design principles for the development of serious STEM games. This synthesis can contribute to the design of the next generation of technologically enhanced learning environments.
Finding Image Regions with Human Computation and Games with a Purpose
Lux, Mathias (Klagenfurt University) | Müller, Alexander (Klagenfurt University) | Guggenberger, Mario (Klagenfurt University)
Manual image annotation is a tedious and time-consuming task, while automated methods are error prone and limited in their results. Human computation, and especially games with a purpose, have shown potential to create high quality annotations by "hiding the complexity" of the actual annotation task and employing the "wisdom of the crowds". In this demo paper we present two games with a single purpose: finding regions in images that correspond to given terms. We discuss approach, implementation, and preliminary results of our work and give an outlook to immediate future work.
Limitations of Choice-Based Interactive Evolution for Game Level Design
Liapis, Antonios (IT University of Copenhagen) | Yannakakis, Georgios N. (IT University of Copenhagen) | Togelius, Julian (IT University of Copenhagen)
This paper presents a tool geared towards the collaboration of a human and an artificial designer for the creation of game content. The framework combines procedural content generation using stochastic search with user input in the form of an initial goal statement as well as preference of generated results. Feedback from industry experts in a pilot user experiment showcased the limitations of this approach and the protocol chosen for evaluating the authoring tool. The limitations are discussed with respect to the suitability of interactive evolution for creative design and the design of experimental protocols for evaluating authoring tools for games.
Emergent Remix Culture in an Anonymous Collaborative Art System
Tuite, Kathleen (University of Washington) | Smith, Adam M. (University of California, Santa Cruz)
Many crowdsourcing systems have a contribution model that is shallow but massively parallel, with contributors rarely processing or iterating upon the work of others. Few systems, even those crowdsourcing creativity or artistic talent, are designed to allow deep chains where the ideas of one individual feed into and directly inspire another individual. To explore the ways in which creative ideas arise and evolve under the influence of specific artifacts created by others, we examine patterns from over 50,000 sketches created and uploaded with Sketch-a-bit, a collaborative mobile drawing application in which each sketch is directly prompted by a previous sketch. In this paper, we report results from two analyses of content created in the system's first two years of deployment. First, we apply qualitative coding to survey the range of effort and creativity in user actions (including actions ranging from unintentioned scribbles to subtly inspired reimaginations of source material through the unexpected preparation of blank canvases for others). Second, we perform an exploratory analysis of large-scale behaviors manifest in chains or trees of sketches (such as open-ended conversations and structured gameplay). The intent of this work is to describe an iterative model of collaborative creativity and to demonstrate a range of remixing behaviors that can be expected to arise in unrestricted, anonymous collaborative creativity applications.
‘Xa-lan’: Algorithmic Generation of Expressive Music Scores Based on Signal Analysis and Graphical Transformations
Rodriguez, Mauricio E. (Stanford University)
Xa-lan is a computer program written in Common-LISP to generate music scores with a high level of notational/symbolic expressivity. Generation is driven by audio-analysis of melodic profiles. Once a melodic contour is input to the software, graphic transformations of the original profile stochastically control the different notational elements of the score. The Xa-lan routines display their final output using the ‘Expressive Notation Package’ of PWGL, a LISP-based visual composition environment. A full range of traditional and non-conventional music notation elements can be algorithmically generated with Xa-lan, retrieving to the user a ‘ready-to-play’ or fully ex-pressive music score.
Evaluation of Game Designs for Human Computation
Carranza, Julie Elizabeth (University of California, Santa Cruz) | Krause, Markus (University of Bremen)
In recent years various games have been developed to generate useful data for scientific and commercial purposes. Current human computation games are tailored around a task they aim to solve, adding game mechanics to conceal monotonous workflows. These gamification approaches, although providing valuable gaming experience, do not cover the wide range of experiences seen in digital games today. This work presents a new use for design concepts for human computation games and an evaluation of player experiences.