Stefan Marshall, Paris Mavromoustakos-Blom, P. Spronck
{"title":"Enabling Real-Time Prediction of In-game Deaths through Telemetry in Counter-Strike: Global Offensive","authors":"Stefan Marshall, Paris Mavromoustakos-Blom, P. Spronck","doi":"10.1145/3555858.3555859","DOIUrl":"https://doi.org/10.1145/3555858.3555859","url":null,"abstract":"Esports have evolved into a major form of entertainment, drawing hundreds of millions of viewers to its online competitive broadcasts. Using Esports telemetry data to predict the outcome of a match is a well-researched topic, but micropredictions of specific in-game events are explored only sparingly. How accurately can we predict specific in-game events within a limited time window, and how can these predictions be used in a live broadcast? This research aims at predicting in-game deaths using telemetry data in Counter-Strike: Global offensive (CS:GO). We establish a data processing pipeline to acquire and re-structure raw in-game data and propose a set 36 features which will ultimately be used to predict in-game deaths within a three second window. Three neural network models are compared, namely convolutional (CNN), recurrent (RNN) and long short-term memory (LSTM). Our results show that the LSTM network has the best predictive accuracy (F1 0.38) when prompted, for all 10 players of a competitive game of CS:GO. The predictions are most influenced by features related to a player’s average in-game death count, health points, enemies in range and equipment value. Our model enables real-time micropredictions of deaths in CS:GO, and may be leveraged by Esports commentators and game observers to direct their focus on critical in-game events during a live competitive broadcast.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115918538","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Sparklier Worlds: Understanding Games for Girls as Style Intervention","authors":"Carly A. Kocurek","doi":"10.1145/3555858.3555872","DOIUrl":"https://doi.org/10.1145/3555858.3555872","url":null,"abstract":"This paper examines audiovisual style and play principles of successful mid-1990s games for girls titles including Barbie Fashion Designer (Mattel Media, 1996), Chop Suey (Magnet Interactive, 1995), Rockett's New School (Purple Moon, 1997), Secret Paths to the Forest (Purple Moon, 1997), and related titles. These games, developed for an audience of tween girl consumers, demonstrate a distinct style informed by the affordances of the then-emergent CD-ROM medium, by established play patterns, and by emerging research on girls’ desire for and discomfort with emerging technologies. This paper, combining methods from historical and media studies research, utilizes artifact analysis, archival research, and original and historical interviews with game developers, argues that the media-rich, multi-media design practices deployed in games for girls titles have broad utility in story-based games and for non-expert users. By using playful media cues integrated into the game's visual and narrative environment, this approach offers users subtle scaffolding, avoiding the pitfalls of overt pedagogical strategies and embedding moments of surprise and delight in sometimes unexpected places.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129739512","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Atiya Nova, S. Sansalone, R. Robinson, Pejman Mirza-Babaei
{"title":"Charting the Uncharted with GUR: How AI Playtesting Can Supplement Expert Evaluation","authors":"Atiya Nova, S. Sansalone, R. Robinson, Pejman Mirza-Babaei","doi":"10.1145/3555858.3555880","DOIUrl":"https://doi.org/10.1145/3555858.3555880","url":null,"abstract":"Despite the advantages of using expert evaluation as a method within games user research (GUR) (i.e. provides stakeholders low cost, rapid feedback), it does not always accurately reflect the general player’s experience. Testing the game out with real users (also called playtesting) helps bridge this gap by giving game developers an in-depth look into the player experience. However, playtesting is resource intensive and time consuming, making it difficult to implement within the tight time frames of industry game development. AI can help to mitigate some of these issues by providing an automated way to simulate player behaviour and experience. In this paper, we introduce a tool called PathOS+—a playtesting interface which uses AI playtesting data to help enhance expert evaluation. Results from a study conducted with expert participants shows how PathOS+ could contribute to game design and assist developers and researchers in conducting expert evaluations. This is an important contribution as it provides game user researchers and designers with a fast, low-cost and effective game evaluation approach which has the potential to make game evaluation more accessible to indie and smaller game studios.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129239393","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Randomizer Community does Procedural Content Generation Research","authors":"Ross Mawhorter, Peter A. Mawhorter, Adam M. Smith","doi":"10.1145/3555858.3563270","DOIUrl":"https://doi.org/10.1145/3555858.3563270","url":null,"abstract":"Academic Procedural Content Generation research has until recently overlooked a significant real-world application of generative methods to existing games: game randomizers. These programs remix existing games by changing things like item locations, enemy stats, or even room connections to create a fresh experience based on a beloved game, and are especially popular among speedrunning and streaming communities. They generate where high-production-quality full-scale games, explicitly geared towards replay value. Randomizers fulfill many of the stated motivations of the academic PCG research community, and important new research directions can be developed by investigating this space.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"92 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124880923","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Gal Fleissig, Morgan C. Evans, Avonelle Wing, Jessica Hammer
{"title":"Structural Mismatches in Academic Game Development","authors":"Gal Fleissig, Morgan C. Evans, Avonelle Wing, Jessica Hammer","doi":"10.1145/3555858.3563279","DOIUrl":"https://doi.org/10.1145/3555858.3563279","url":null,"abstract":"In this paper we share academic game development challenges from the digital game Bloomwood Stories: Block Party [4]. We introduce the main characteristics of our game, as well as the theories it is based on and its transformational goals. We then describe our game development process, which took place over nearly two years, and what each of its phases included. During this process, we observed many problems of structural misalignment between game development and academia. We therefore share the challenges we observed in this area, strategies we used to address them, and ideas for how teams might mitigate these challenges in the future. Finally, we share our vision of opportunities that arise from developing games in academic contexts, and how the two institutional contexts can come to complement one another.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"100 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134167636","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Gamified Educational Software for Data Literacy - A Research Through Design Approach to GANDALF","authors":"N. Legaki, Mattia Thibault, Juho Hamari","doi":"10.1145/3555858.3555912","DOIUrl":"https://doi.org/10.1145/3555858.3555912","url":null,"abstract":"Due to the datafication of our society the necessity to increase data literacy is at an all time high. In this brief paper we present the design of the gamified application GANDALF, aiming to promote data literacy and used in experiment-based research. Following a methodology of research through design, we account for the different phases of the process and frame them as explorative and insightful epistemic stages. Such recount allow us some critical reflection over the design of GANDALF and to formulate five key design considerations that we hope will be useful in the future for the creation of software with similar purposes.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122366915","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Automatic Interactive Documentation for Emergent Story Discovery","authors":"Jonathan Lessard, Antoine Beauchesne","doi":"10.1145/3555858.3555909","DOIUrl":"https://doi.org/10.1145/3555858.3555909","url":null,"abstract":"There is a distinct pleasure in the discovery of an emergent story while interacting with a digital game. Most game interfaces, however, only allow this to happen in the here and now of play, and do not afford the retrieval of potentially interesting events that might have happened outside the player's view, or that were missed as they were occurring. We present our project's Chronicles interface that automatically documents most of what has transpired in the game world in a form inspired by Wikipedia. This allows players to intuitively explore entities and past events, facilitating the discovery of emergent stories. Because this represents a daunting mass of information, we conceptualize the notion of designed “entry points” to the data, i.e. suggestions and motivations to consult specific content. We also propose a subjective mode, disclosing only the information the player-character is aware of in order to maintain a meaningful economy of knowledge.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116761051","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Exploring Game Balance in the Scandinavian Fox Game with Monte-Carlo Tree Search","authors":"Olof Mattsson, Anton Janshagen","doi":"10.1145/3555858.3555919","DOIUrl":"https://doi.org/10.1145/3555858.3555919","url":null,"abstract":"This paper explores if Monte-Carlo Tree Search (MCTS) can perform well in Fox Game, a classic Scandinavian strategy game. MCTS is implemented using a cutoff in the simulation phase. The game state is then evaluated using a heuristic function that is formulated using theoretical arguments from its chess counterpart. MCTS is shown to perform on the same level as highly experienced human players, using limited computational resources. According to popular belief, as can be seen in online forums, the asymmetry in Fox Game leads to imbalances which favors the foxes. However the experiments in this paper show that, contrary to popular belief, it is the sheep that are favored, and quite heavily so. It is also shown that the game can be made more balanced by reducing the number of sheep at the start of the game from 20 to 18.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"2016 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128065892","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Towards Non-Technical Designer Control over PCG Systems: Investigating an Example-Based Mechanism for Controlling Graph Grammars","authors":"C. Harteveld, Abdelrahman Madkour, S. Marsella","doi":"10.1145/3555858.3555895","DOIUrl":"https://doi.org/10.1145/3555858.3555895","url":null,"abstract":"Increasingly, PCG systems are developed to help game designers create content for their games. However, game designers have limited control over the content current PCG systems generate. We investigate an interaction mechanism non-technical users can use to control generative grammars without the need for understanding the grammar’s rules. To demonstrate this control mechanism, we present a system, built using a probabilistic graph grammar, that allows designers to specify their desired generative space by defining a region on an expressive range plot. We ran a user study with game design students to assess its viability. Our findings suggest that designers have an easier time controlling the grammar using this mechanism over manually interacting with grammars rules.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"194 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125859802","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Story Designer: Towards a Mixed-Initiative Tool to Create Narrative Structures","authors":"Alberto Alvarez, J. Font, J. Togelius","doi":"10.1145/3555858.3555929","DOIUrl":"https://doi.org/10.1145/3555858.3555929","url":null,"abstract":"Narratives are a predominant part of games, and their design poses challenges when identifying, encoding, interpreting, evaluating, and generating them. One way to address this would be to approach narrative design in a more abstract layer, such as narrative structures. This paper presents Story Designer, a mixed-initiative co-creative narrative structure tool built on top of the Evolutionary Dungeon Designer (EDD) that uses tropes, narrative conventions found across many media types, to design these structures. Story Designer uses tropes as building blocks for narrative designers to compose complete narrative structures by interconnecting them in graph structures called narrative graphs. Our mixed-initiative approach lets designers manually create their narrative graphs and feeds an underlying evolutionary algorithm with those, creating quality-diverse suggestions using MAP-Elites. Suggestions are visually represented for designers to compare and evaluate and can then be incorporated into the design for further manual editions. At the same time, we use the levels designed within EDD as constraints for the narrative structure, intertwining both level design and narrative. We evaluate the impact of these constraints and the system’s adaptability and expressiveness, resulting in a potential tool to create narrative structures combining level design aspects with narrative.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"153 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128343920","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}