Industry
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.
Refining the Paradigm of Sketching in AI-Based Level Design
Liapis, Antonios (University of Malta) | Yannakakis, Georgios N. (University of Malta)
This paper describes computational processes which can simulate how human designers sketch and then iteratively refine their work. The paper uses the concept of a map sketch as an initial, low-resolution and low-fidelity prototype of a game level, and suggests how such map sketches can be refined computationally. Different case studies with map sketches of different genres showcase how refinement can be achieved via increasing the resolution of the game level, increasing the fidelity of the function which evaluates it, or a combination of the two. While these case studies use genetic algorithms to automatically generate levels at different degrees of refinement, the general method described in this paper can be used with most procedural generation methods, as well as for AI-assisted design alongside a human creator.
Automated Decomposition of Game Maps
Halldórsson, Kári (Reykjavik University) | Björnsson, Yngvi (Reykjavik University)
Video game worlds are getting increasingly large and complex. This poses challenges to the game AI for both pathfinding and strategic decisions, not least in real-time strategy games. One way to alleviate the problem is to manually pre-label the game maps with information about regions and critical choke points, which the game AI can then take advantage of. We present a method for automatically decomposing game maps into non-uniform sized regions. The method uses a flooding algorithm at its core and has the benefit, in addition to its effectiveness, to be relatively intuitive both conceptually and in implementing. Empirical evaluation on game maps shows that the automatic decomposition results in intuitive regions of a comparable standard to human-made labeling. Furthermore, we show that our automatic decomposition, when used by a pathfinding algorithm capable of taking advantage of pre-labeled regions, significantly improves search effectiveness.
Multi-Level Evolution of Shooter Levels
Cachia, William (University of Malta) | Liapis, Antonios (University of Malta) | Yannakakis, Georgios N. (University of Malta)
This paper introduces a search-based generative process for first person shooter levels. Genetic algorithms evolve the level's architecture and the placement of powerups and player spawnpoints, generating levels with one floor or two floors. The evaluation of generated levels combines metrics collected from simulations of artificial agents competing in the level and theory-based heuristics targeting general level design patterns. Both simulation-based and theory-driven evaluations target player balance and exploration, while resulting levels emergently exhibit several popular design patters of shooter levels.
Predicting Purchase Decisions in Mobile Free-to-Play Games
Sifa, Rafet (Fraunhofer IAIS) | Hadiji, Fabian (TU Dortmund, goedle.io) | Runge, Julian (Wooga GmbH) | Drachen, Anders (Aalborg University) | Kersting, Kristian (TU Dortmund) | Bauckhage, Christian (Fraunhofer IAIS)
Mobile digital games are dominantly released under the freemium business model, but only a small fraction of the players makes any purchases. The ability to predict who will make a purchase enables optimization of marketing efforts, and tailoring customer relationship management to the specific user's profile. Here this challenge is addressed via two models for predicting purchasing players, using a 100,000 player dataset: 1) A classification model focused on predicting whether a purchase will occur or not. 2) a regression model focused on predicting the number of purchases a user will make. Both models are presented within a decision and regression tree framework for building rules that are actionable by companies. To the best of our knowledge, this is the first study investigating purchase decisions in freemium mobile products from a user behavior perspective and adopting behavior-driven learning approaches to this problem.
Automated Gameplay Generation from Declarative World Representations
Robertson, Justus (North Carolina State University) | Young, R. Michael (North Carolina State University)
An open area of research for AI in games is how to provide unique gameplay experiences that present specialized game content to users based on their preferences, in-game actions, or the system's goals. The area of procedural content generation (PCG) focuses on creating or modifying game worlds, assets, and mechanics to generate tailored or personalized game experiences. Similarly, the area of interactive narrative (IN) focuses on creating or modifying story worlds, events, and domains to generate tailored or personalized story experiences. In this paper we describe a game engine that utilizes a PCG pipeline to generate and control a range of gameplay experiences from an underlying IN experience management construct.
Keeping the Player on an Emotional Trajectory in Interactive Storytelling
Hernandez, Sergio Poo (University of Alberta) | Bulitko, Vadim (University of Alberta) | Spetch, Marcia (University of Alberta)
Artificial Intelligence (AI) techniques have been widely used in video games to control non-playable characters. More recently, AI has been applied to automated story generation with the objective of managing the player's experience in an interactive narrative. Such AI experience managers can generate and adapt narrative dynamically, often in response to the player's in-game actions. We implement and evaluate a recently proposed AI experience manager, PACE, which predicts the player's emotional response to a narrative event and uses such predictions to shape the narrative to keep the player on an author-supplied target emotional curve.
Ceptre: A Language for Modeling Generative Interactive Systems
Martens, Chris (Carnegie Mellon University)
We present a rule specification language called Ceptre,intended to enable rapid prototyping for experimental game mechanics, especially in domains that depend on procedural generation and multi-agent simulation. Ceptre can be viewed as an explication of a new methodology for understanding games based on linear logic, a formal logic concerned with resource usage. We present a correspondence between gameplay and proof search in linear logic, building on prior work on generating narratives. In Ceptre, we introduce the ability to add interactivity selectively into a generative model, enabling inspection of intermediate states for debugging and exploration as well as a means of play. We claim that this methodology can support game designers and researchers in designing, anaylzing, and debugging the core systems of their work in generative, multi-agent gameplay. To support this claim, we provide two case studies implemented in Ceptre, one from interactive narrative and one from a strategy-like domain.
An Empirical Evaluation of Evaluation Metrics of Procedurally Generated Mario Levels
Mariño, Julian R. H. (Universidade Federal de Viçosa) | Reis, Willian M. P. (Universidade Federal de Viçosa) | Lelis, Levi H. S. (Universidade Federal de Viçosa)
There are several approaches in the literature for automatically generating Infinite Mario Bros levels. The evaluation of such approaches is often performed solely with computational metrics such as leniency and linearity. While these metrics are important for an initial exploratory evaluation of the content generated, it is not clear whether they are able to capture the player's perception of the content generated. In this paper we evaluate several of the commonly used computational metrics. Namely, we perform a systematic user study with procedural content generation systems and compare the insights gained from our user study with those gained from analyzing the computational metric values. The results of our experiment suggest that current computational metrics should not be used in lieu of user studies for evaluating content generated by computer programs.