Genre
Gestural Interactions for Interactive Narrative Co-Creation
Piplica, Andreya (Georgia Tech) | Deleon, Chris (Georgia Tech) | Magerko, Brian (Georgia Tech)
This paper describes a gestural approach to interacting with interactive narrative characters that supports co-creativity. It describes our approach using a Microsoft Kinect to created a short scene with an intelligent avatar and an AI-controlled actor. It describes our preliminary user studies and a recommendation for future evaluation.
Generating Narrative Action Schemas for Suspense
Giannatos, Spyridon (IT University of Copenhagen) | Cheong, Yun-Gyung (IT University of Copenhagen) | Nelson, Mark J. (IT University of Copenhagen) | Yannakakis, Georgios N. (IT University of Copenhagen)
A bottleneck in interactive storytelling is the authorial burden of writing narrative units, and connecting them to the interactive narrative structure. To address this problem, we present a hybrid approach that combines AI planning and evolutionary optimization in order to generated new plan operators representing possible story actions, within the framework of a planning-based interactive narrative system. We focus our work on inventing plan operators that are useful for contributing to suspenseful interactive stories, using suspense metrics that have been proposed in the literature. We devise an encoding scheme for converting a plan operator into a genetic-algorithm chromosome and vice versa, respecting constraints that are needed for an operator to be well-formed. We discuss the performance of the system, and several examples from preliminary experiments carried out to evaluate the evolved operators.
Learning Human Motion Models
Tastan, Bulent (University of Central Florida)
My research is focused on using human navigation data ingames and simulation to learn motion models from trajectorydata. These motion models can be used to: 1) track the opponentโsmovement during periods of network occlusion; 2)learn combat tactics by demonstration; 3) guide the planningprocess when the goal is to intercept the opponent. A trainingset of example motion trajectories is used to learn twotypes of parameterized models: 1) a second order dynamicalsteering model or 2) the reward vector for a Markov DecisionProcess. Candidate paths from the model serve as themotion model in a set of particle filters for predicting the opponentโslocation at different time horizons. Incorporating theproposed motion models into game bots allows them to customizestheir tactics for specific human players and functionas more capable teammates and adversaries.
Creating Model-Based Adaptive Environments Using Game-Specific and Game-Dependent Analytics
Harrison, Brent (North Carolina State University)
My research involves creating and evaluating adaptive gameenvironments using player models created using data-driventechniques and algorithms. I hypothesize that I will be able tochange parts of a game to elicit certain behaviors from players,and that these changes will also result in an increase ofengagement and/or intrinsic motivation.
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 playerโs 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 participantsโ 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.
Mining Rules from Player Experience and Activity Data
Gow, Jeremy (Imperial College London) | Colton, Simon (Imperial College London) | Cairns, Paul (University of York) | Miller, Paul (Rebellion Developments Ltd)
Feedback on player experience and behaviour can be invaluable to game designers, but there is need for specialised knowledge discovery tools to deal with high volume playtest data. We describe a study witha commercial third-person shooter, in which integrated player activity and experience data was captured and mined for design-relevant knowledge. We demonstrate that association rule learning and rule templates can be used to extractmeaningful rules relating player activity and experience during combat. We found that the number, type and quality of rules varies between experiences, and is affected by feature distributions. Further work is required on rule selection and evaluation.
Enhancing the Believability of Character Behaviors Using Non-Verbal Cues
Desai, Neesha (University of Alberta) | Szafron, Duane (University of Alberta)
Characters are vital to large video game worlds as they bring a sense of life to the world. However, background characters are known to rarely exhibit any sign of motivated behavior or emotional state. We want to change this by assigning these characters emotions that can be identified through their non-verbal behavior. We feel the addition of emotion will allow players to feel more connected to the game world and make the game world more believable. This paper presents the results of an experiment to test two ways of conveying emotion: 1) through a character's gait and 2) through a character's interactions with the game world. Results from the experiment suggest that a combination of gait and interactions is the most effective method to convey emotion.
On Case Base Formation in Real-Time Heuristic Search
Bulitko, Vadim (University of Alberta) | Rayner, Chris (University of Alberta) | Lawrence, Ramon (University of British Columbia)
Real-time heuristic search algorithms obey a constant limit on planning time per move. Agents using these algorithms can execute each move as it is computed, suggesting a strong potential for application to real-time video-game AI. Recently, a breakthrough in real-time heuristic search performance was achieved through the use of case-based reasoning. In this framework, the agent optimally solves a set of problems and stores their solutions in a case base. Then, given any new problem, it seeks a similar case in the case base and uses its solution as an aid to solve the problem at hand. A number of ad hoc approaches to the case base formation problem have been proposed and empirically shown to perform well. In this paper, we investigate a theoretically driven approach to solving the problem. We mathematically relate properties of a case base to the suboptimality of the solutions it produces and subsequently develop an algorithm that addresses these properties directly. An empirical evaluation shows our new algorithm outperforms the existing state of the art on contemporary video-game pathfinding benchmarks.
Spatial Game Signatures for Bot Detection in Social Games
Barik, Titus (North Carolina State University) | Harrison, Brent (North Carolina State University) | Roberts, David L. (North Carolina State University) | Jiang, Xuxian (North Carolina State University)
Bot detection is an emerging problem in social games that requires different approaches from those used in massively multi-player online games (MMOGs). We focus on mouse selections as a key element of bot detection. We hypothesize that certain interface elements result in predictable differences in mouse selections, which we call spatial game signatures, and that those signatures can be used to model player interactions that are specific to the game mechanics and game interface. We performed a study in which users played a game representative of social games. We collected in-game actions, from which we empirically identified these signatures, and show that these signatures result in a viable approach to bot detection. We make three contributions. First, we introduce the idea of spatial game signatures. Second, we show that the assumption that mouse clicks are normally distributed about the center of buttons is not true for every interface element. Finally, we provide methodologies for using spatial game signatures for bot detection.
A Temporal Data-Driven Player Model for Dynamic Difficulty Adjustment
Zook, Alexander E. (Georgia Institute of Technology) | Riedl, Mark O. (Georgia Institute of Technology)
Many computer games of all genres pit the player against a succession of increasingly difficult challenges such as combat with computer-controlled enemies and puzzles. Part of the fun of computer games is to master the skills necessary to complete the game. Challenge tailoring is the problem of matching the difficulty of skill-based events over the course of a game to a specific player's abilities. We present a tensor factorization approach to predicting player performance in skill-based computer games. Our tensor factorization approach is data-driven and can predict changes in players' skill mastery over time, allowing more accurate tailoring of challenges. We demonstrate the efficacy and scalability of tensor factorization models through an empirical study of human players in a simple role-playing combat game. We further find a significant correlation between these performance ratings and player subjective experiences of difficulty and discuss ways our model can be used to optimize player enjoyment.