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Planning Is the Game: Action Planning as a Design Tool and Game Mechanism

AAAI Conferences

Recent development in game AI has seen action planning and its derivates being adapted for controlling agents in classical types of games, such as FPSs or RPGs. Complementary, one can seek new types of gameplay elements inspired by planning. We propose and formally define a new game "genre" called anticipation games and demonstrate that planning can be used as their key concept both at design time and run time. In an anticipation game, a human player observes a computer controlled agent or agents, tries to predict their actions and indirectly helps them to achieve their goal. The paper describes an example prototype of an anticipation game we developed. The player helps a burglar steal an artifact from a museum guarded by guard agents. The burglar has incomplete knowledge of the environment and his plan will contain pitfalls. The player has to identify these pitfalls by observing burglar's behavior and change the environment so that the burglar replans and avoids the pitfalls. The game prototype is evaluated in a small-scale human-subject study, which suggests that the anticipation game concept is promising.


TEAM-IT : Location-Based Gaming in Real and Virtual Environments

AAAI Conferences

Location-based games are an emerging paradigm fortraining, simulation, entertainment, health and many other domains. In this paper, we consider the role of artificialagents in such games. We also examine how human teams perform when given the same game, playedin both a real environment with mobile devices and alsoin a virtual environment that replicates the real environment.We perform the first direct comparison of real andvirtual instantiations of the same location-based game.We show the similarities and differences in game playand then investigate how adding an advice-giving agentchanges the experience.


When Players Quit (Playing Scrabble)

AAAI Conferences

What features contribute to player enjoyment and player retentionhas been a popular research topic in video games research;however, the question of what causes players to quit agame has received little attention by comparison. In this paper,we examine 5 quantitative features of the game Scrabblesquein order to determine what behaviors are predictors ofa player prematurely ending a game session. We identified afeature transformation that notably improves prediction accuracy.We used a naive Bayes model to determine that there areseveral transformed feature sequences that are accurate predictorsof players terminating game sessions before the endof the game.We also identify several trends that exist in thesesequences to give a more general idea as to what behaviorsare characteristic early indicators of players quitting.


Mining Rules from Player Experience and Activity Data

AAAI Conferences

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

AAAI Conferences

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.


Aesthetic Considerations for Automated Platformer Design

AAAI Conferences

We describe ANGELINA3, a system that can automatically develop games along a defined theme, by selecting appropriate multimedia content from a variety of sources and incorporating it into a game's design. We discuss these capabilities in the context of the FACE model for assessing progress in the building of creative systems, and discuss how ANGELINA3 can be improved through further work.


Plan-Based Character Diversity

AAAI Conferences

Non-player character diversity enriches game environments increasing their replay value. We propose a method for obtaining character behavior diversity based on the diversity of plans enacted by characters, and demonstrate this method in a scenario in which characters have multiple choices. Using case-based planning techniques, we reuse plans for varied character behavior, which simulate different personality traits.


Fast Heuristic Search for RTS Game Combat Scenarios

AAAI Conferences

Heuristic search has been very successful in abstract game domains such as Chess and Go. In video games, however, adoption has been slow due to the fact that state and move spaces are much larger, real-time constraints are harsher, and constraints on computational resources are tighter. In this paper we present a fast search method โ€” Alpha-Beta search for durative movesโ€” that can defeat commonly used AI scripts in RTS game combat scenarios of up to 8 vs. 8 units running on a single core in under 5ms per search episode. This performance is achieved by using standard search enhancements such as transposition tables and iterative deepening, and novel usage of combat AI scripts for sorting moves and state evaluation via playouts. We also present evidence that commonly used combat scripts are highly exploitable โ€” opening the door for a promising line of research on opponent combat modelling.


On Case Base Formation in Real-Time Heuristic Search

AAAI Conferences

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

AAAI Conferences

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.