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Improvising Musical Structure with Hierarchical Neural Nets
Smith, Benjamin D. (Case Western Reserve University) | Garnett, Guy E. (University of Illinois at Urbana-Champaign)
Neural networks and recurrent neural networks have been employed to learn, generalize, and generate musical examples and pieces. Yet, these models typically suffer from an inability to characterize and reproduce the long-term dependencies of musical structure, resulting in products that seem to wander aimlessly. We describe and examine three novel hierarchical models that explicitly operate on multiple structural levels. A three layer model is presented, then a weighting policy is added with two different methods of control attempting to maximize global network learning. While the results do not have sufficient structure beyond the phrase or section level, they do evince autonomous generation of recognizable medium-level structures.
Reaching Cognitive Consensus with Improvisational Agents
Hodhod, Rania Adel (Georgia Institute of Technology) | Magerko, Brian (Georgia Institute of Technology)
A common approach to interactive narrative involves imbuing the computer with all of the potential story pre-authored story experiences (e.g. as beats, plot points, planning operators, etc.). This has resulted in an accepted paradigm where stories are not created by or with the user; rather, the user is given piecemeal access to the story from the gatekeeper of story knowledge: the computer (e.g. as an AI drama manager). This article describes a formal process that provides for the equal co-creation of story-rich experiences, where neither the user nor computer is in a privileged position in an interactive narrative. It describes a new formal approach that acts as a first step for the real-time co-creation of narrative in games that rely on the negotiated shared mental model between a human actor and an AI improv agent.
The Gold Standard: Automatically Generating Puzzle Game Levels
Williams-King, David (University of Calgary) | Denzinger, Jörg (University of Calgary) | Aycock, John (University of Calgary) | Stephenson, Ben (University of Calgary)
KGoldrunner is a puzzle-oriented platform game with dynamic elements. This paper describes Goldspinner, an automatic level generation system for KGoldrunner. Goldspinner has two parts: a genetic algorithm that generates candidate levels, and simulations that use an AI agent to attempt to solve the level from the player's perspective. Our genetic algorithm determines how "good" a candidate level is by examining many different properties of the level, all based on its static aspects. Once the genetic algorithm identifies a good candidate, simulations are performed to evaluate the dynamic aspects of the level. Levels that are statically good may not be dynamically good (or even solvable), making simulation an essential aspect of our level generation system. By carefully optimizing our genetic algorithm and simulation agent we have created an efficient system capable of generating interesting levels in real time.
POMCoP: Belief Space Planning for Sidekicks in Cooperative Games
Macindoe, Owen (Massachusetts Institute of Technology) | Kaelbling, Leslie Pack (Massachusetts Institute of Technology) | Lozano-Pérez, Tomás (Massachusetts Institute of Technology)
We present POMCoP, a system for online planning in collaborative domains that reasons about how its actions will affect its understanding of human intentions, and demonstrate its use in building sidekicks for cooperative games. POMCoP plans in belief space. It explicitly represents its uncertainty about the intentions of its human ally, and plans actions which reveal those intentions or hedge against its uncertainty. This allows POMCoP to reason about the usefulness of incorporating information gathering actions into its plans, such as asking questions, or simply waiting to let humans reveal their intentions. We demonstrate POMCoP by constructing a sidekick for a cooperative pursuit game, and evaluate its effectiveness relative to MDP-based techniques that plan in state space, rather than belief space.
Procedural Game Adaptation: Framing Experience Management as Changing an MDP
Thue, David (University of Alberta) | Bulitko, Vadim (University of Alberta)
In this paper, we present the Procedural Game Adaptation (PGA) framework: a designer-controlled way to adapt the Changing the dynamics of a video game (i.e., how the dynamics of a given video game during end-user play. When player's actions affect the game world) is a fundamental tool implemented, this framework produces a deterministic, online of video game design. In Pac-Man, eating a power pill allows adaptation agent (called an experience manager (Riedl the player to temporarily defeat the ghosts that pursue et al. 2011)) that automatically performs two tasks: 1) it and threaten her for the vast majority of the game; in Call gathers information about a game's current player, 2) it of Duty 4, taking the perk called "Deep Impact" allows the uses that information to estimate which of several different player's bullets to pass through certain walls without being changes to the game's dynamics will maximize some playerspecific stopped. The parameters of such changes (e.g., how much value (e.g., fun, sense of influence, etc.). the ghosts slow down while vulnerable) are usually determined by the game's designers long before its release, with
Computational Music Theory
Boenn, Georg (University of Glamorgan) | Brain, Martin (University of Oxford) | Vos, Marina De (University of Bath ) | Ffitch, John (University of Bath)
One of the goals of the study of music theory is to develop sets of rules to describe different styles of music. By formalising these rules so that their semantics are machine intelligible, it is possible to use computers to reason about and analyse these rules -- computational music theory. Anton is an automatic composition system based on this approach. It formalises the rules of Renaissance Counterpoint using AnsProlog and uses an answer set solver to compose pieces. This paper discusses Anton, presenting the ideas behind the system and focusing on the challenges of modelling and synthesising rhythm.
Towards Adaptive Quest Narrative in Shared, Persistent Virtual Worlds
Tomai, Emmett (University of Texas - Pan American)
In this paper, we discuss motivations for studying interactive narrative in shared, persistent worlds using the established conventions of quest-based MMORPGs. We present a framework for categorizing the various techniques used in these games according to the interaction between the world model and the quest model . Using this framework we generalize recent games to present a more dynamic world model, and investigate extensions to the quest model to support storytelling through adaptive quest narratives.
A Review of Student Modeling Techniques in Intelligent Tutoring Systems
Harrison, Brent (North Carolina State University) | Roberts, David (North Carolina State)
In this paper, we survey techniques used in intelligent tutoring systems (ITSs) to model student knowledge. The three techniques that we review in detail are knowledge tracing, performance factor analysis, and matrix factorization. We also briefly cover other techniques that have been used. This review is meant to be a repository of knowledge for those who want to integrate these techniques into serious games. It is also meant to increase awareness and interest as to the techniques available that can be integrated into serious games.
Player Profiling with Fallout 3
Spronck, Pieter (Tilburg University) | Balemans, Iris (Tilburg University) | Lankveld, Giel van (Tilburg University)
In previous research we concluded that a personality profile, based on the Five Factor Model, can be constructed from observations of a player’s behavior in a module that we designed for Neverwinter Nights (Lankveld et al. 2011a). In the present research, we investigate whether we can do the same thing in an actual modern commercial video game, in this case the game Fallout 3. We stored automatic observations on 36 participants who played the introductory stages of Fallout 3. We then correlated these observations with the participants’ personality profiles, expressed by values for five personality traits as measured by the standard NEO-FFI questionnaire. Our analysis shows correlations between all five personality traits and the game observations. These results validate and generalize the results from our previous research (Lankveld et al. 2011a). We may conclude that Fallout 3, and by extension other modern video games, allows players to express their personality, and can therefore be used to create personality profiles.
Modeling Topics in User Dialog for Interactive Tablet Media
Boteanu, Adrian (Worcester Polytechnic Institute) | Chernova, Sonia (Worcester Polytechnic Institute)
In this paper, we present a set of crowdsourcing and data processing techniques for annotating, segmenting and analyzing spoken dialog data to track topics of discussion between multiple users. Specifically, our system records the dialog between the parent and child as they interact with a reading game on a tablet, crowdsources the audio data to obtain transcribed text, and models topics of discussion from speech transcription using ConceptNet, a freely available commonsense knowledge base. We present preliminary results evaluating our technique using dialog collected using an interactive reading game for children 3-5 years of age. We successfully demonstrate the ability to form discussion topics by grouping words with similar meaning. The presented approach is entirely domain independent and in future work can be applied to a broad range of interactive entertainment applications, such as mobile devices, tablets and games.