Industry
Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method
Nogueira, Pedro Alves (University of Porto) | Aguiar, Rúben (Universidade do Porto) | Rodrigues, Rui Amaral (INESC-TEC / University of Porto) | Oliveira, Eugénio Costa (University of Porto) | Nacke, Lennart (University of Ontario)
Current approaches to game design improvements rely on time-consuming gameplay testing processes, which rely on highly subjective feedback from a target audience. In this paper, we propose a generalizable approach for building predictive models of players’ emotional reactions across different games and game genres, as well as other forms of digital stimuli. Our input agnostic approach relies on the following steps: (a) collecting players' physiologically-inferred emotional states during actual gameplay sessions, (b) extrapolating the causal relations between changes in players' emotional states and recorded game events, and (c) building hierarchical cluster models of players' emotional reactions that can later be used to infer individual player models via fuzzy cluster membership vectors. We expect this work to benefit game designers by accelerating the affective play-testing process through the offline simulation of players' reactions to game design adaptations, as well as to contribute towards individually-tailored affective gaming.
Game AI Planning Analytics: The Case of Three First-Person Shooters
Jacopin, Eric (CREC Saint-Cyr)
We present a general framework for Game Artificial Intelligence Planning ( AIP ) Analytics . The objective is to provide analytic tools to study and improve AIP components and their use in video-games. Extraction and formatting of AI data is first described and discussed. Then AIP metrics are listed with examples and illustrations from three popular First-Person Shooters: F.E.A.R. (2005), KillZone 3 (2011) and Transformers 3: Fall of Cybertron (2012). The patterns we discovered in our study clearly show the AIP component is called more often by the game over the years.
Global State Evaluation in StarCraft
Erickson, Graham Kurtis Stephen (University of Alberta) | Buro, Michael (University of Alberta)
State evaluation and opponent modelling are important areasto consider when designing game-playing Artificial Intelligence.This paper presents a model for predicting whichplayer will win in the real-time strategy game StarCraft.Model weights are learned from replays using logistic regression.We also present some metrics for estimating player skillwhich can be used a features in the predictive model, includingusing a battle simulation as a baseline to compare playerperformance against.
Using Cyclic Scheduling to Generate Believable Behavior in Games
Zhao, Richard (University of Alberta) | Szafron, Duane (University of Alberta)
Video game virtual characters should interact with the player, each other, and the environment. However, the cost of scripting complex behaviors becomes a bottleneck in content creation. Our goal is to help game designers to more easily populate their open world with background characters that exhibit more believable behaviors. We use a cyclic scheduling model that generates dynamic schedules for the daily lives of virtual characters. The scheduler employs a tiered behavior architecture where behavior components are modular and reusable. This research validates the designer usability of an implementation of this model. We present the results of a user study that evaluates the scheduling system versus manual scripting based on three metrics of behavior creation: behavior completeness, behavior correctness and behavior implementation time. The results indicate that the behavior architecture produces more reliable behaviors and improves designer efficiency which will reduce the cost of generating more believable character behaviors.
Game-Tree Search over High-Level Game States in RTS Games
Uriarte, Alberto (Drexel University) | Ontañón, Santiago (Drexel University)
From an AI point of view, Real-Time Strategy (RTS) games are hard because they have enormous state spaces, they are real-time and partially observable. In this paper, we present an approach to deploy game-tree search in RTS games by using game state abstraction. We propose a high-level abstract representation of the game state, that significantly reduces the branching factor when used for game-tree search algorithms. Using this high-level representation, we evaluate versions of alpha-beta search and of Monte Carlo Tree Search (MCTS). We present experiments in the context of StarCraft showing promising results in dealing with the large branching factors present in RTS games.
A Hierarchical Approach to Generating Maps Using Markov Chains
Snodgrass, Sam (Drexel University) | Ontanon, Santiago (Drexel University)
In this paper we describe a hierarchical method for procedurallygenerating maps using Markov chains. Ourmethod takes as input a collection of human-authoredtwo-dimensional maps, and splits them into high-leveltiles which capture large structures. Markov chains arethen learned from those maps to capture the structure ofboth the high-level tiles, as well as the low-level tiles.Then, the learned Markov chains are used to generatenew maps by first generating the high-level structure ofthe map using high-level tiles, and then generating thelow-level layout of the map. We validate our approachusing the game Super Mario Bros., by evaluating thequality of maps produced using different configurationsfor training and generation.
Walling in Strategy Games via Constraint Optimization
Richoux, Florian (Université de Nantes) | Uriarte, Alberto (Drexel University) | Ontañón, Santiago (Drexel University)
This paper presents a constraint optimization approach to walling in real-time strategy (RTS) games. Walling is a specific type of spatial reasoning, typically employed by human expert players and not currently fully exploited in RTS game AI, consisting on finding configurations of buildings to completely or partially block paths. Our approach is based on local search, and is specifically designed for the real-time nature of RTS games. We present experiments in the context of the RTS game StarCraft showing promising results.
An AI System for Large Open Virtual World
Plch, Tomas (Charles University in Prague) | Marko, Matej (Warhorse Studios) | Ondracek, Petr (Warhorse Studios) | Cerny, Martin (Warhorse Studios) | Gemrot, Jakub (Charles University in Prague) | Brom, Cyril (Charles University in Prague)
In recent years, computer games have reached unprecedented level of graphical fidelity to the real world. As the non-player characters (NPCs) in the game world look more and more realistic, players expect them to manifest believable behavior as well. This is accented especially in games that feature large open worlds, which players may explore freely and it is thus not possible to explicitly account for all possible player interactions. In this paper we focus mainly on ambient AI - the logic behind day to day behaviors of NPCs as they sleep, work and entertain themselves in the virtual world. In this context, it is of great importance to build a system that handles many NPCs (up to several hundreds) quickly. In this paper we report on an implementation of a particular AI system that was approved for deployment in an upcoming high-budget game. The system features a hierarchy of control similar to the subsumption architecture and a visual agent-based language inspired by behavior trees. We describe the challenges involved in building such a system and specific design decisions we have made that let us achieve a level of behavioral fidelity unmatched by existing games. Finally we evaluate the performance of the system in a realistic setting.
Deep Learning-Based Goal Recognition in Open-Ended Digital Games
Min, Wookhee (North Carolina State University) | Ha, Eun Young (North Carolina State University) | Rowe, Jonathan (North Carolina State University) | Mott, Bradford (North Carolina State University) | Lester, James (North Carolina State University)
While many open-ended digital games feature non-linear storylines and multiple solution paths, it is challenging for game developers to create effective game experiences in these settings due to the freedom given to the player. To address these challenges, goal recognition, a computational player-modeling task, has been investigated to enable digital games to dynamically predict players’ goals. This paper presents a goal recognition framework based on stacked denoising autoencoders, a variant of deep learning. The learned goal recognition models, which are trained from a corpus of player interactions, not only offer improved performance, but also offer the substantial advantage of eliminating the need for labor-intensive feature engineering. An evaluation demonstrates that the deep learning-based goal recognition framework significantly outperforms the previous state-of-the-art goal recognition approach based on Markov logic networks.
Towards Personalised Gaming via Facial Expression Recognition
Blom, Paris Mavromoustakos (University of Amsterdam) | Bakkes, Sander (University of Amsterdam) | Tan, Chek Tien (University of Technology Sydney) | Whiteson, Shimon (University of Amsterdam) | Roijers, Diederik (University of Amsterdam) | Valenti, Roberto (University of Amsterdam) | Gevers, Theo (University of Amsterdam)
In this paper we propose an approach for personalising the space in which a game is played (i.e., levels) dependent on classifications of the user's facial expression — to the end of tailoring the affective game experience to the individual user. Our approach is aimed at online game personalisation, i.e., the game experience is personalised during actual play of the game. A key insight of this paper is that game personalisation techniques can leverage novel computer vision-based techniques to unobtrusively infer player experiences automatically based on facial expression analysis. Specifically, to the end of tailoring the affective game experience to the individual user, in this paper we (1) leverage the proven InSight facial expression recognition SDK as a model of the user's affective state InSight, and (2) employ this model for guiding the online game personalisation process. User studies that validate the game personalisation approach in the actual video game Infinite Mario Bros. reveal that it provides an effective basis for converging to an appropriate affective state for the individual human player.