gameplay video
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.
Player Experience Extraction from Gameplay Video
Luo, Zijin (Georgia Institute of Technology) | Guzdial, Matthew (Georgia Institute of Technology) | Liao, Nicholas (Georgia Institute of Technology) | Riedl, Mark (Georgia Institute of Technology)
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.
Player Experience Extraction from Gameplay Video
Luo, Zijin, Guzdial, Matthew, Liao, Nicholas, Riedl, Mark
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.
Xbox Spring Sale 2018: Life is Strange, Tomb Raider, Bioshock and More
Microsoft is having a massive Xbox One Spring Sale on games right now. So massive, in fact, that we spent hours sifting through it to pick out our favorite game deals in a list that feels like it contains just about every noteworthy Xbox game available. The sale ends April 9, and if you're an Xbox Live Gold member, you can get some extra discounts through April 2. Below are our favorite deals in the bunch. All of these titles have good reviews and some of the larger discounts in the sale. To see the rest of the discounts, check out Microsoft's page for its 2018 Xbox Spring Sale.