{"title":"A Gap in Games Research: Reflecting on Two Camps and a Bridge","authors":"Henrik Warpefelt","doi":"10.1145/3555858.3555916","DOIUrl":"https://doi.org/10.1145/3555858.3555916","url":null,"abstract":"This paper discusses the divided nature of games research, and how most of the research effort can be placed in camps located on each side of a sliding, one-dimensional scale. A middle ground is slowly being bridged between these two camps, which is filling in the gaps between these two community. The paper presents a definition of this bridging research, and how we as a field can make our research more impactful by continuing this bridging of the space between the two camps. It also represents a call to action for more scientists to perform inter- and transdisciplinary research in order to further increase the impact of games research.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"6 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":"129002588","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}
Gianluca Guglielmo, Paris Mavromoustakos Blom, M. Klincewicz, E. M. J. Huis In 't Veld, P. Spronck
{"title":"Blink To Win: Blink Patterns of Video Game Players Are Connected to Expertise","authors":"Gianluca Guglielmo, Paris Mavromoustakos Blom, M. Klincewicz, E. M. J. Huis In 't Veld, P. Spronck","doi":"10.1145/3555858.3555864","DOIUrl":"https://doi.org/10.1145/3555858.3555864","url":null,"abstract":"In this study, we analyzed the blinking behavior of players in a video game tournament. We aimed to test whether spontaneous blink patterns differ across levels of expertise. We used blink rate (blinks/m), blink duration, and general eyelid movements represented by features extracted from the Eye Aspect Ratio (EAR) to train a machine learning classifier to discriminate between different levels of expertise. Classifier performance was highly influenced by features such as the mean, standard deviation, and median EAR. Moreover, further analysis suggests that the blink rate is likely to increase with the level of expertise. We speculate this may be indicative of a reduction in cognitive load and lowered stress of expert players. In general, our results suggest that EAR and blink patterns can be used to identify different levels of expertise of video game players.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"42 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":"121807615","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}
Yu Jiang, Tian Min, Sizheng Fan, Rongqi Tao, Wei Cai
{"title":"Towards Understanding Player Behavior in Blockchain Games: A Case Study of Aavegotchi","authors":"Yu Jiang, Tian Min, Sizheng Fan, Rongqi Tao, Wei Cai","doi":"10.1145/3555858.3555883","DOIUrl":"https://doi.org/10.1145/3555858.3555883","url":null,"abstract":"Blockchain games introduce unique gameplay and incentive mechanisms by allowing players to be rewarded with in-game assets or tokens through financial activities. However, most blockchain games are not comparable to traditional games in terms of lifespan and player engagement. In this paper, we try to see the big picture in a small way to explore and determine the impact of gameplay and financial factors on player behavior in blockchain games. Taking Aavegotchi as an example, we collect one year of operation data to build player profiles. We perform an in-depth analysis of player behavior from the macroscopic data and apply an unsupervised clustering method to distinguish the attraction of the gameplay and incentives. Our results reveal that the whole game is held up by a small number of players with high-frequent interaction or vast amounts of funds invested. Financial incentives are indispensable for blockchain games for they provide attraction and optional ways for players to engage with the game. However, financial services are tightly linked to the free market. The game will face an irreversible loss of players when the market experiences depression. For blockchain games, well-designed gameplay should be the fundamental basis for the long-lasting retention of players.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"54 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":"133079814","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":"SketchBetween: Video-to-Video Synthesis for Sprite Animation via Sketches","authors":"Dagmar Lukka Loftsd'ottir, Matthew J. Guzdial","doi":"10.1145/3555858.3555928","DOIUrl":"https://doi.org/10.1145/3555858.3555928","url":null,"abstract":"2D animation is a common factor in game development, used for characters, effects and background art. It involves work that takes both skill and time, but parts of which are repetitive and tedious. Automated animation approaches exist, but are designed without animators in mind. The focus is heavily on real-life video, which follows strict laws of how objects move, and does not account for the stylistic movement often present in 2D animation. We propose a problem formulation that more closely adheres to the standard workflow of animation. We also demonstrate a model, SketchBetween, which learns to map between keyframes and sketched in-betweens to rendered sprite animations. We demonstrate that our problem formulation provides the required information for the task and that our model outperforms an existing method. 1","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127541965","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}
Nathan Partlan, Luis Soto, J. Howe, Sarthak Shrivastava, M. S. El-Nasr, S. Marsella
{"title":"EvolvingBehavior: Towards Co-Creative Evolution of Behavior Trees for Game NPCs","authors":"Nathan Partlan, Luis Soto, J. Howe, Sarthak Shrivastava, M. S. El-Nasr, S. Marsella","doi":"10.1145/3555858.3555896","DOIUrl":"https://doi.org/10.1145/3555858.3555896","url":null,"abstract":"To assist game developers in crafting game NPCs, we present EvolvingBehavior, a novel tool for genetic programming to evolve behavior trees in Unreal®Engine 4. In an initial evaluation, we compare evolved behavior to hand-crafted trees designed by our researchers, and to randomly-grown trees, in a 3D survival game. We find that EvolvingBehavior is capable of producing behavior approaching the designer’s goals in this context. Finally, we discuss implications and future avenues of exploration for co-creative game AI design tools, as well as challenges and difficulties in behavior tree evolution.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133011903","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}
M. Barthet, A. Khalifa, Antonios Liapis, Georgios N. Yannakakis
{"title":"Generative Personas That Behave and Experience Like Humans","authors":"M. Barthet, A. Khalifa, Antonios Liapis, Georgios N. Yannakakis","doi":"10.1145/3555858.3555879","DOIUrl":"https://doi.org/10.1145/3555858.3555879","url":null,"abstract":"Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large. One of the most promising methods for achieving that long-standing goal is the use of generative AI agents, namely procedural personas, that attempt to imitate particular playing behaviors which are represented as rules, rewards, or human demonstrations. All research efforts for building those generative agents, however, have focused solely on playing behavior which is arguably a narrow perspective of what a player actually does in a game. Motivated by this gap in the existing state of the art, in this paper we extend the notion of behavioral procedural personas to cater for player experience, thus examining generative agents that can both behave and experience their game as humans would. For that purpose, we employ the Go-Explore reinforcement learning paradigm for training human-like procedural personas, and we test our method on behavior and experience demonstrations of more than 100 players of a racing game. Our findings suggest that the generated agents exhibit distinctive play styles and experience responses of the human personas they were designed to imitate. Importantly, it also appears that experience, which is tied to playing behavior, can be a highly informative driver for better behavioral exploration.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127993638","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}
C. Trivedi, Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis
{"title":"Game State Learning via Game Scene Augmentation","authors":"C. Trivedi, Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis","doi":"10.1145/3555858.3555902","DOIUrl":"https://doi.org/10.1145/3555858.3555902","url":null,"abstract":"Having access to accurate game state information is of utmost importance for any artificial intelligence task including game-playing, testing, player modeling, and procedural content generation. Self-Supervised Learning (SSL) techniques have shown to be capable of inferring accurate game state information from the high-dimensional pixel input of game footage into compressed latent representations. Contrastive Learning is a popular SSL paradigm where the visual understanding of the game’s images comes from contrasting dissimilar and similar game states defined by simple image augmentation methods. In this study, we introduce a new game scene augmentation technique—named GameCLR—that takes advantage of the game-engine to define and synthesize specific, highly-controlled renderings of different game states, thereby, boosting contrastive learning performance. We test our GameCLR technique on images of the CARLA driving simulator environment and compare it against the popular SimCLR baseline SSL method. Our results suggest that GameCLR can infer the game’s state information from game footage more accurately compared to the baseline. Our proposed approach allows us to conduct game artificial intelligence research by directly utilizing screen pixels as input.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"140 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116497618","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":"Learning Controllable 3D Level Generators","authors":"Zehua Jiang, Sam Earle, M. Green, J. Togelius","doi":"10.1145/3555858.3563273","DOIUrl":"https://doi.org/10.1145/3555858.3563273","url":null,"abstract":"Procedural Content Generation via Reinforcement Learning (PCGRL) foregoes the need for large human-authored data-sets and allows agents to train explicitly on functional constraints, using computable, user-defined measures of quality instead of target output. We explore the application of PCGRL to 3D domains, in which content-generation tasks naturally have greater complexity and potential pertinence to real-world applications. Here, we introduce several PCGRL tasks for the 3D domain, Minecraft. These tasks will challenge RL-based generators using affordances often found in 3D environments, such as jumping, multiple dimensional movement, and gravity. We train agents to optimize each of these tasks to explore the capabilities of existing in PCGRL. The agents are able to generate relatively complex and diverse levels, and generalize to random initial states and control targets. Controllability tests in the presented tasks demonstrate their utility to analyze success and failure for 3D generators. We argue that these generators could serve both as co-creative tools for game designers, and as pre-trained environment generators in curriculum learning for player agents.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"107 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132004888","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":"Mutation Models: Learning to Generate Levels by Imitating Evolution","authors":"A. Khalifa, J. Togelius, M. Green","doi":"10.1145/3555858.3563267","DOIUrl":"https://doi.org/10.1145/3555858.3563267","url":null,"abstract":"Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constraints. However, due to the heavy computational costs to run these algorithms online, search-based PCG is rarely utilized for real-time generation. In this paper, we introduce mutation models, a new type of iterative level generator based on machine learning. We train a model to imitate the evolutionary process and use the trained model to generate levels. This trained model is able to modify noisy levels sequentially to create better levels without the need for a fitness function during inference. We evaluate our trained models on a 2D maze generation task. We compare several different versions of the method: training the models either at the end of evolution (normal evolution) or every 100 generations (assisted evolution) and using the model as a mutation function during evolution. Using the assisted evolution process, the final trained models are able to generate mazes with a success rate of and high diversity of . The trained model is many times faster than the evolutionary process it was trained on. This work opens the door to a new way of learning level generators guided by an evolutionary process, meaning automatic creation of generators with specifiable constraints and objectives that are fast enough for runtime deployment in games.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129795576","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 Dark Souls of Archaeology: Recording Elden Ring","authors":"Florence Smith Nicholls, Michael Cook","doi":"10.1145/3555858.3555889","DOIUrl":"https://doi.org/10.1145/3555858.3555889","url":null,"abstract":"Archaeology can be broadly defined as the study and interpretation of the past through material remains. Video game worlds, though immaterial in nature, can also afford opportunities to study the people who existed within them based on what they leave behind. In this paper we present one of the first formal archaeological surveys of a predominantly single-player game, by recording the player-generated content that is asynchronously distributed to players in Elden Ring. We report on the methodology and results of the survey, before reflecting on what we could extrapolate from those results about Elden Ring’s player community, and the nature of archaeological surveying within video games more broadly.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121995682","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}