gameplay video
GTA VI Cyberleek update: Everything leaked Tuesday, this week
Look Up Trending Now Mashable's Best: E-readers, robovacs, laptops, earbuds, smart home and more Say More Mashable Selects Mashable Voices Safety Net Creator Hub Versus Gift Ideas For Everyone On Your List Switch Off In My Bag All Series'GTA VI' Cyberleek update: Everything leaked Tuesday, this week There are three whole new clips floating around out there. Alex Perry is a tech reporter at Mashable who primarily covers video games and consumer tech. Alex has spent most of the last decade reviewing games, smartphones, headphones, and laptops, and he doesn't plan on stopping anytime soon. He is also a Pisces, a cat lover, and a Kansas City sports fan. After a few clips came out over the weekend and into Monday, there are now a few more, courtesy of the now-notorious leaker known as Cyberleek .
GTA 6 makers subpoena X, Google in hunt for Cyberleek
Trending Now Look Up Mashable's Best: E-readers, robovacs, laptops, earbuds, smart home and more Say More Mashable Selects Mashable Voices Safety Net Creator Hub Versus Gift Ideas For Everyone On Your List Switch Off In My Bag All Series Take-Two Interactive has stepped up its efforts to unmask Cyberleek. Timothy Beck Werth is the Tech Editor at Mashable, where he leads coverage and assignments for the Tech and Shopping verticals. Tim has over 15 years of experience as a journalist and editor, and he has particular experience covering and testing consumer technology, smart home gadgets, and men's grooming and style products. Previously, he was the Managing Editor and then Site Director of SPY.com, a men's product review and lifestyle website. As a writer for GQ, he covered everything from bull-riding competitions to the best Legos for adults, and he's also contributed to publications such as The Daily Beast, Gear Patrol, and The Awl. Take-Two Interactive Software, the parent company of -maker Rockstar Games, is stepping up its efforts to unmask the anonymous leaker known as Cyberleek, who is still actively sharing leaks online .
GTA 6 makers subpoena Microsoft, Discord, and Github over stolen content
Say More Look Up Mashable Selects Mashable Voices Mashable's Best: E-readers, robovacs, laptops, earbuds, smart home and more Safety Net Creator Hub Versus Gift Ideas For Everyone On Your List Switch Off Trending Now In My Bag All Series GTA 6 makers subpoena Microsoft, Discord, and Github over'stolen content' The filings also confirm what most people have assumed: At least some of the GTA 6 leaks are legitimate. Timothy Beck Werth is the Tech Editor at Mashable, where he leads coverage and assignments for the Tech and Shopping verticals. Tim has over 15 years of experience as a journalist and editor, and he has particular experience covering and testing consumer technology, smart home gadgets, and men's grooming and style products. Previously, he was the Managing Editor and then Site Director of SPY.com, a men's product review and lifestyle website. As a writer for GQ, he covered everything from bull-riding competitions to the best Legos for adults, and he's also contributed to publications such as The Daily Beast, Gear Patrol, and The Awl. Take-Two Interactive Software Inc., the parent company of Rockstar Games, filed two subpoenas on Aug. 20 in the Southern District Court of New York, as first reported by Kotaku .
Finite Automata Extraction: Low-data World Model Learning as Programs from Gameplay Video
Goel, Dave, Guzdial, Matthew, Sarkar, Anurag
World models are defined as a compressed spatial and temporal learned representation of an environment. The learned representation is typically a neural network, making transfer of the learned environment dynamics and explainability a challenge. In this paper, we propose an approach, Finite Automata Extraction (FAE), that learns a neuro-symbolic world model from gameplay video represented as programs in a novel domain-specific language (DSL): Retro Coder. Compared to prior world model approaches, FAE learns a more precise model of the environment and more general code than prior DSL-based approaches.
The NES Video-Music Database: A Dataset of Symbolic Video Game Music Paired with Gameplay Videos
Cardoso, Igor, Moraes, Rubens O., Ferreira, Lucas N.
Neural models are one of the most popular approaches for music generation, yet there aren't standard large datasets tailored for learning music directly from game data. To address this research gap, we introduce a novel dataset named NES-VMDB, containing 98,940 gameplay videos from 389 NES games, each paired with its original soundtrack in symbolic format (MIDI). NES-VMDB is built upon the Nintendo Entertainment System Music Database (NES-MDB), encompassing 5,278 music pieces from 397 NES games. Our approach involves collecting long-play videos for 389 games of the original dataset, slicing them into 15-second-long clips, and extracting the audio from each clip. Subsequently, we apply an audio fingerprinting algorithm (similar to Shazam) to automatically identify the corresponding piece in the NES-MDB dataset. Additionally, we introduce a baseline method based on the Controllable Music Transformer to generate NES music conditioned on gameplay clips. We evaluated this approach with objective metrics, and the results showed that the conditional CMT improves musical structural quality when compared to its unconditional counterpart. Moreover, we used a neural classifier to predict the game genre of the generated pieces. Results showed that the CMT generator can learn correlations between gameplay videos and game genres, but further research has to be conducted to achieve human-level performance.
Joint Level Generation and Translation Using Gameplay Videos
Mirgati, Negar, Guzdial, Matthew
Procedural Content Generation via Machine Learning (PCGML) faces a significant hurdle that sets it apart from other fields, such as image or text generation, which is limited annotated data. Many existing methods for procedural level generation via machine learning require a secondary representation besides level images. However, the current methods for obtaining such representations are laborious and time-consuming, which contributes to this problem. In this work, we aim to address this problem by utilizing gameplay videos of two human-annotated games to develop a novel multi-tail framework that learns to perform simultaneous level translation and generation. The translation tail of our framework can convert gameplay video frames to an equivalent secondary representation, while its generation tail can produce novel level segments. Evaluation results and comparisons between our framework and baselines suggest that combining the level generation and translation tasks can lead to an overall improved performance regarding both tasks. This represents a possible solution to limited annotated level data, and we demonstrate the potential for future versions to generalize to unseen games.
OpenAI successfully trained a Minecraft bot using 70,000 hours of gameplay videos
Why it matters: Minecraft may not sound like an important tool that supports advanced AI research. After all, what could possibly be so important about teaching a machine to play a sandbox game released more than a decade ago? Based on OpenAI's recent efforts, a well-trained Minecraft bot is more relevant to AI advancement than most people might realize. OpenAI has always focused on artificial intelligence (AI) and machine learning advances that benefit humanity. Recently, the company successfully trained a bot to play Minecraft using more than 70,000 hours of gameplay videos. The achievement is far more than just a bot playing a game.
Automated Let's Play Commentary
Shah, Shukan, Guzdial, Matthew, Riedl, Mark O.
Let's Plays of video games represent a relatively unexplored area for experimental AI in games. In this short paper, we discuss an approach to generate automated commentary for Let's Play videos, drawing on convolutional deep neural networks. We focus on Let's Plays of the popular game Minecraft. We compare our approach and a prior approach and demonstrate the generation of automated, artificial commentary. Introduction Let's Plays have garnered an enormous audience on websites such as Twitch and Y ouTube. At their core, Let's Plays consist of individuals playing through a segment of a video game and engaging viewers with improvised commentary, often times not related to the game itself.
Making CNNs for Video Parsing Accessible
Luo, Zijin, Guzdial, Matthew, Riedl, Mark
The ability to extract sequences of game events for high-resolution e-sport games has traditionally required access to the game's engine. This serves as a barrier to groups who don't possess this access. It is possible to apply deep learning to derive these logs from gameplay video, but it requires computational power that serves as an additional barrier. These groups would benefit from access to these logs, such as small e-sport tournament organizers who could better visualize gameplay to inform both audience and commentators. In this paper we present a combined solution to reduce the required computational resources and time to apply a convolutional neural network (CNN) to extract events from e-sport gameplay videos. This solution consists of techniques to train a CNN faster and methods to execute predictions more quickly. This expands the types of machines capable of training and running these models, which in turn extends access to extracting game logs with this approach. We evaluate the approaches in the domain of DOTA2, one of the most popular e-sports. Our results demonstrate our approach outperforms standard backpropagation baselines.
Explainable Reinforcement Learning Through a Causal Lens
Madumal, Prashan, Miller, Tim, Sonenberg, Liz, Vetere, Frank
Prevalent theories in cognitive science propose that humans understand and represent the knowledge of the world through causal relationships. In making sense of the world, we build causal models in our mind to encode cause-effect relations of events and use these to explain why new events happen. In this paper, we use causal models to derive causal explanations of behaviour of reinforcement learning agents. We present an approach that learns a structural causal model during reinforcement learning and encodes causal relationships between variables of interest. This model is then used to generate explanations of behaviour based on counterfactual analysis of the causal model. We report on a study with 120 participants who observe agents playing a real-time strategy game (Starcraft II) and then receive explanations of the agents' behaviour. We investigated: 1) participants' understanding gained by explanations through task prediction; 2) explanation satisfaction and 3) trust. Our results show that causal model explanations perform better on these measures compared to two other baseline explanation models.