Goto

Collaborating Authors

 game event


Understanding Players as if They Are Talking to the Game in a Customized Language: A Pilot Study

Wang, Tianze, Honari-Jahromi, Maryam, Katsarou, Styliani, Mikheeva, Olga, Panagiotakopoulos, Theodoros, Smirnov, Oleg, Cao, Lele, Asadi, Sahar

arXiv.org Artificial Intelligence

This pilot study explores the application of language models (LMs) to model game event sequences, treating them as a customized natural language. We investigate a popular mobile game, transforming raw event data into textual sequences and pretraining a Longformer model on this data. Our approach captures the rich and nuanced interactions within game sessions, effectively identifying meaningful player segments. The results demonstrate the potential of self-supervised LMs in enhancing game design and personalization without relying on ground-truth labels.


An efficient machine learning approach for extracting eSports players distinguishing features and classifying their skill levels using symbolic transfer entropy and consensus nested cross validation

Noroozi, Amin, Hasan, Mohammad S., Ravan, Maryam, Norouzi, Elham, Law, Ying-Ying

arXiv.org Artificial Intelligence

Discovering features that set elite players apart is of great significance for eSports coaches as it enables them to arrange a more effective training program focused on improving those features. Moreover, finding such features results in a better evaluation of eSports players skills, which, besides coaches, is of interest for game developers to design games automatically adaptable to the players expertise. Sensor data combined with machine learning have already proved effective in classifying eSports players. However, the existing methods do not provide sufficient information about features that distinguish high-skilled players. In this paper, we propose an efficient method to find these features and then use them to classify players' skill levels. We first apply a time window to extract the players' sensor data, including heart rate, hand activities, etc., before and after game events in the League of Legends game. We use the extracted segments and symbolic transfer entropy to calculate connectivity features between sensors. The most relevant features are then selected using the newly developed consensus nested cross validation method. These features, representing the harmony between body parts, are finally used to find the optimum window size and classify players' skills. The classification results demonstrate a significant improvement by achieving 90.1% accuracy. Also, connectivity features between players gaze positions and keyboard, mouse, and hand activities were the most distinguishing features in classifying players' skills. The proposed method in this paper can be similarly applied to sportspeople data and potentially revolutionize the training programs in both eSports and sports industries


Game-MUG: Multimodal Oriented Game Situation Understanding and Commentary Generation Dataset

Zhang, Zhihao, Cao, Feiqi, Mo, Yingbin, Zhang, Yiran, Poon, Josiah, Han, Caren

arXiv.org Artificial Intelligence

The dynamic nature of esports makes the situation relatively complicated for average viewers. Esports broadcasting involves game expert casters, but the caster-dependent game commentary is not enough to fully understand the game situation. It will be richer by including diverse multimodal esports information, including audiences' talks/emotions, game audio, and game match event information. This paper introduces GAME-MUG, a new multimodal game situation understanding and audience-engaged commentary generation dataset and its strong baseline. Our dataset is collected from 2020-2022 LOL game live streams from YouTube and Twitch, and includes multimodal esports game information, including text, audio, and time-series event logs, for detecting the game situation. In addition, we also propose a new audience conversation augmented commentary dataset by covering the game situation and audience conversation understanding, and introducing a robust joint multimodal dual learning model as a baseline. We examine the model's game situation/event understanding ability and commentary generation capability to show the effectiveness of the multimodal aspects coverage and the joint integration learning approach.


Pushing Buttons: The games event that's low on glamour, high on gossip

The Guardian

A slightly shorter missive this week as I'm on my way to Gamescom in Cologne, a convention I attended for the first time in 2006. I played the then-unreleased Nintendo Wii for the first time at my first Gamescom. A few years later, I got a look at Project Natal, Microsoft's mad motion-controlled game experiment that later became the Kinect. I once had the uncomfortable experience of being driven around Cologne in a limo for 20 minutes, while being shown dodgy footage of a licensed Stargate online game that was never released. For more than 15 years, I have honed my journalistic technique by plying tipsy, jetlagged American game developers for rumours after a few pints of Kölsch by the river.

  Country: Europe (0.06)
  Industry: Leisure & Entertainment > Games > Computer Games (1.00)

eSports Pro-Players Behavior During the Game Events: Statistical Analysis of Data Obtained Using the Smart Chair

Smerdov, Anton, Burnaev, Evgeny, Somov, Andrey

arXiv.org Artificial Intelligence

--T oday's competition between the professional eSports teams is so strong that in-depth analysis of players' performance literally crucial for creating a powerful team. There are two main approaches to such an estimation: obtaining features and metrics directly from the in-game data or collecting detailed information about the player including data on his/her physical training. While the correlation between the player's skill and in-game data has already been covered in many papers, there are very few works related to analysis of eSports athlete's skill through his/her physical behavior . We propose the smart chair platform which is to collect data on the person's behavior on the chair using an integrated accelerometer, a gyroscope and a magnetometer . We extract the important game events to define the players' physical reactions to them. The obtained data are used for training machine learning models in order to distinguish between the low-skilled and high-skilled players. We extract and figure out the key features during the game and discuss the results. I NTRODUCTION Nowadays eSports is a rapidly growing industry with more than billion players involved worldwide.


Player Experience Extraction from Gameplay Video

Luo, Zijin, Guzdial, Matthew, Liao, Nicholas, Riedl, Mark

arXiv.org Artificial Intelligence

The ability to extract the sequence of game events for a given player's play-through has traditionally required access to the game's engine or source code. This serves as a barrier to researchers, developers, and hobbyists who might otherwise benefit from these game logs. In this paper we present two approaches to derive game logs from game video via convolutional neural networks and transfer learning. We evaluate the approaches in a Super Mario Bros. clone, Mega Man and Skyrim. Our results demonstrate our approach outperforms random forest and other transfer baselines.


Discovering Playing Patterns: Time Series Clustering of Free-To-Play Game Data

Saas, Alain, Guitart, Anna, Periáñez, África

arXiv.org Machine Learning

The classification of time series data is a challenge common to all data-driven fields. However, there is no agreement about which are the most efficient techniques to group unlabeled time-ordered data. This is because a successful classification of time series patterns depends on the goal and the domain of interest, i.e. it is application-dependent. In this article, we study free-to-play game data. In this domain, clustering similar time series information is increasingly important due to the large amount of data collected by current mobile and web applications. We evaluate which methods cluster accurately time series of mobile games, focusing on player behavior data. We identify and validate several aspects of the clustering: the similarity measures and the representation techniques to reduce the high dimensionality of time series. As a robustness test, we compare various temporal datasets of player activity from two free-to-play video-games. With these techniques we extract temporal patterns of player behavior relevant for the evaluation of game events and game-business diagnosis. Our experiments provide intuitive visualizations to validate the results of the clustering and to determine the optimal number of clusters. Additionally, we assess the common characteristics of the players belonging to the same group. This study allows us to improve the understanding of player dynamics and churn behavior.


Microsoft reveals new consoles: Xbox One S and Xbox One Project Scorpio

The Guardian

Microsoft has announced two new versions of its Xbox One console in an ambitious plan to ensure the lifespan of its latest machine. A new, more compact version called Xbox One S is launching in August, while Christmas 2017 will see the arrival of Xbox One Project Scorpio, a significantly more powerful update, that will support high definition virtual reality as well as games designed to exploit new 4K Ultra HD technology. Related: E3 2016: what's it really like to go to the world's biggest games event? During the company's press conference ahead of the E3 games event in Los Angeles – the industry's largest event, which begins tomorrow – Xbox chief Phil Spencer declared that the new consoles are designed to ensure the lifespan of the machine beyond a single hardware generation. He also announced closer compatibility between Xbox One and Windows titles, allowing cross-platform multiplayer gaming in titles like Gears of War 4 and Minecraft.