Yun-Gyung Cheong, A. Jhala, Byung-Chull Bae, R. Young
{"title":"Automatically Generating Summary Visualizations from Game Logs","authors":"Yun-Gyung Cheong, A. Jhala, Byung-Chull Bae, R. Young","doi":"10.1609/aiide.v4i1.18692","DOIUrl":null,"url":null,"abstract":"In this paper we describe a system called ViGLS (Visualization of Game Log Summaries) that generates summaries of gameplay sessions from game logs. ViGLS automatically produces visualization of the summarized actions that are extracted based on cognitive models of summarization. ViGLS is implemented using a service-oriented architecture, de-coupling the summarization methods from any particular game engine being used. The camera code libraries used in visualization are based on constraint based camera control approaches and, in our implementation, make use of the scripting layer of the Unreal game engine.","PeriodicalId":249108,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"35","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1609/aiide.v4i1.18692","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 35
Abstract
In this paper we describe a system called ViGLS (Visualization of Game Log Summaries) that generates summaries of gameplay sessions from game logs. ViGLS automatically produces visualization of the summarized actions that are extracted based on cognitive models of summarization. ViGLS is implemented using a service-oriented architecture, de-coupling the summarization methods from any particular game engine being used. The camera code libraries used in visualization are based on constraint based camera control approaches and, in our implementation, make use of the scripting layer of the Unreal game engine.