Genre
Plotter: Operationalizing the Master Book of All Plots
Eger, Markus (North Carolina State University) | Potts, Colin M. (North Carolina State University) | Barot, Camille (North Carolina State University) | Young, R. Michael (North Carolina State University)
Pulp fiction author William Wallace Cook published Plotto: The Master Book of All Plots in 1928, which contains almost 2000 plot fragments and relatively formal instructions on how human authors could combine them to produce plots behind novels. In this paper we show one way that the methods in this book can be used to computationally generate plots from the fragments. We also show sample plots generated by our system called Plotter that uses this method. Finally we use them to discuss idiosyncrasies and limitations of the book.
Increasing the Engagement of Conversational Agents through Co-Constructed Storytelling
Battaglino, Cristina (Northeastern University) | Bickmore, Timothy (Northeastern University)
Storytelling can be used by conversational agents in a wide variety of domains to maintain user engagement, both within a single interaction and over dozens or hun- dreds of interactions over time. The majority of agents designed with this ability to date deliver their stories as monologues without user input. However, people rarely tell stories in conversations this way, and instead rely on listener contributions to guide the storytelling process. Corpus-based studies of human-human conversational storytelling have demonstrated greater engagement, in the form of longer stories, when listeners co-construct stories this way. We describe a research framework for the generation and evaluation of co-constructed social stories in the context of task-based conversations, and a study on the effects of degree of user-agent story co-construction on user engagement. We find that users are more en- gaged with storytelling agents that allow them to co- construct stories in a contentful manner by asking ques- tions, compared to co-construction through acknowl- edgments only.
MCMCTS PCG 4 SMB: Monte Carlo Tree Search to Guide Platformer Level Generation
Summerville, Adam James (University of California, Santa Cruz) | Philip, Shweta (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz)
Markov chains are an enticing option for machine learned generation of platformer levels, but offer poor control for designers and are likely to produce unplayable levels. In this paper we present a method for guiding Markov chain generation using Monte Carlo Tree Search that we call Markov Chain Monte Carlo Tree Search (MCMCTS). We demonstrate an example use for this technique by creating levels trained on a corpus of levels from Super Mario Bros. We then present a player modeling study that was run with the hopes of using the data to better inform the generation of levels in future work.
The Marginal: A Game for Modeling Players' Perceptions of Gradient Membership in Avatar Categories
Lim, Chong-U (Massachusetts Institute of Technology) | Harrell, D. Fox (Massachusetts Institute of Technology)
We encounter the results of category formation every day, from demographic categories like race and gender, to role-playing-game classes like "fighter" or "mage". Category membership is often not simply based on the possession of discrete properties but instead constructed from and reflect the highly nuanced relationships (gradience) between members and best-example individuals called "prototypes". In this paper, we present The Marginal, an artificial intelligence (AI)-driven game that (1) computationally models the cognitive categories that players develop when customizing videogame avatars and (2) generates challenges for players to use their perception of visual, textual, and numerical data to progress in a game created using these models. We use archetypal analysis, an AI clustering approach for identifying boundary points in data, to generate tasks in The Marginal for its gameplay. It shows how AI can be combined with games to model and evaluate cognitive categorization phenomena.
Sarah and Sally: Creating a Likeable and Competent AI Sidekick for a Videogame
Cerny, Martin (Charles University in Prague)
Creating reasonable AI for sidekicks in games has proven to be a difficult challenge synthetizing player modelling and cooperative planning, both being problems hard by themselves. In this paper, we experiment with designing around these problems: we propose a cooperative puzzle-platformer game that was designed to look similarly to the mainstream of the genre, but to allow for an easy implementation of a quality sidekick AI, letting us test player reactions to the AI. The game was designed so that it is easy for the AI to find optimal solutions while the problem is relatively hard for a human player. We gathered survey responses from players who played the game online (N=28). While the AI sidekick was reported as likeable and helpful, players still reported greater enjoyment of the game when they were allowed to control the sidekick themselves. These findings indicate that the AI itself is not the only obstacle to truly enjoyable gameplay with an AI sidekick.
Automatic Learning of Combat Models for RTS Games
Uriarte, Alberto (Drexel University) | Ontañón, Santiago (Drexel University)
Game tree search algorithms, such as Monte Carlo Tree Search (MCTS), require access to a forward model (or "simulator") of the game at hand. However, in some games such forward model is not readily available. In this paper we address the problem of automatically learning forward models (more specifically, combats models) for two-player attrition games. We report experiments comparing several approaches to learn such combat model from replay data to models generated by hand. We use StarCraft, a Real-Time Strategy (RTS) game, as our application domain. Specifically, we use a large collection of already collected replays, and focus on learning a combat model for tactical combats.
A Hierarchical MdMC Approach to 2D Video Game Map Generation
Snodgrass, Sam (Drexel University) | Ontanon, Santiago (Drexel University)
In this paper we describe a hierarchical method for procedurally generating 2D game maps using multi-dimensional Markov chains (MdMCs). Our method takes a collection of 2D game maps, breaks them into small chunks and performs clustering to find a set of chunks that correspond to high-level structures (high-level tiles) in the training maps. This set of high-level tiles is then used to re-represent the training maps, and to fit two sets of MdMC models: a high-level model captures the distribution of high-level tiles in the map, and a set of low-level models capture the internal structure of each high-level tile. These two sets of models can then be used to hierarchically generate new maps. We test our approach using two classic games, Super Mario Bros. and Loderunner, and compare the results against other existing map generators.
HeapCraft: Quantifying and Predicting Collaboration in Minecraft
Müller, Stephan (ETH Zurich) | Frey, Seth (Disney Research Zurich) | Kapadia, Mubbasir (Rutgers University) | Klingler, Severin (ETH Zurich) | Mann, Richard P. (ETH Zurich and University of Leeds) | Solenthaler, Barbara (ETH Zurich) | Sumner, Robert W. (Disney Research Zurich and ETH Zurich) | Gross, Markus (Disney Research Zurich and ETH Zurich)
We present Heapcraft: an open-source suite of tools for monitoring and improving collaboration in Minecraft. At the core of our system is a data collection and analysis framework for recording gameplay. We collected over 3451 player-hours of game behavior from 908 different players, and performed a general study of online collaboration. To make our game analytics easily accessible, we developed interactive information visualization tools and an analysis framework for players, administrators, and researchers to explore graphs, maps and timelines of live server activity. As part of our research, we introduce the collaboration index, a metric which allows server administrators and researchers to quantify, predict, and improve collaboration on Minecraft servers. Our analysis reveals several possible predictors of collaboration which can be used to improve collaboration on Minecraft servers. Heapcraft is designed to be general, and has the potential to be used for other shared online virtual worlds.
Maximizing Flow as a Metacontrol in Angband
Mariusdottir, Thorey Maria (University of Alberta) | Bulitko, Vadim (University of Alberta) | Brown, Matthew (University of Alberta)
Flow is a psychological state that is reported to improve people’s performance. Flow can emerge when the person’s skills and the challenges of their activity match. This paper applies this concept to artificial intelligence agents. We equip a decision-making agent with a metacontrol policy that guides the agent to activities where the agent’s skills match the activity difficulty. Consequently, we expect the agent’s performance to improve. We implement and evaluate this approach in the role-playing game of Angband.
A Lightweight Algorithm for Procedural Generation of Emotionally Affected Behavior and Appearance
Manavalan, Yathirajan Brammadesam (University of Alberta) | Bulitko, Vadim (University of Alberta) | Spetch, Marcia (University of Alberta)
Displaying believable emotional reactions in virtual characters is required in applications ranging from virtual-reality trainers to video games. Manual scripting is the most frequently used method and enables an arbitrarily high fidelity of the emotions displayed. However, scripting is labour intense and greatly reduces the scope of emotions displayed and emotionally affected behavior in virtual characters. As a result, only a few virtual characters can display believable emotions and only in pre-scripted encounters. In this paper we implement and evaluate a lightweight algorithm for procedurally controlling both emotionally affected behavior and emotional appearance of a virtual character. The algorithm is based on two psychological models of emotions: conservation of resources and appraisal. The former component controls emotionally affected behavior of a virtual character whereas the latter generates explicit numeric descriptors of the character's emotions which can be used to drive the character's appearance. We implement the algorithm in a simple testbed and compare it to two baseline approaches via a user study. Human participants judged the emotions displayed by the algorithm to be more believable than those of the baselines.