{"title":"Dynamic Difficulty Adjustment in Digital Games Using Genetic Algorithms","authors":"Matheus Weber, Pollyana Notargiacomo","doi":"10.1109/SBGames51465.2020.00019","DOIUrl":"https://doi.org/10.1109/SBGames51465.2020.00019","url":null,"abstract":"The difficulty of a game is intrinsically connected with the experience of immersion in it and with its success. One of the main reasons for a player to drop a game is that the game is either too easy or too hard for him/her. In practice, players become either bored or frustrated if playing a game that is not balanced for them. An approach to prevent this kind of behavior is to dynamically adjust the difficulty of a game so that the game adapts to the player's experience by evaluating the difficulty of a game and changing its environment to become easier or harder for the player. In this paper, we propose a real-time solution using a Genetic Algorithm which helps to provide the exact amount of challenge that a player needs to not be bored or frustrated thus balancing the difficulty of a game. We review several other papers that approached this problem, which characteristics an algorithm has to have to approach the problem, and how to balance this in a generic way. The main idea of this paper is to create an approach that can be modified and coupled to any kind of game by using a Genetic Algorithm.","PeriodicalId":335816,"journal":{"name":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"178 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133248304","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}
S. D. S. Oliveira, Guilherme Eglé P. Lima Silva, A. Gorgônio, Cephas A. S. Barreto, A. Canuto, Bruno M. Carvalho
{"title":"Team Recommendation for the Pokémon GO Game Using Optimization Approaches","authors":"S. D. S. Oliveira, Guilherme Eglé P. Lima Silva, A. Gorgônio, Cephas A. S. Barreto, A. Canuto, Bruno M. Carvalho","doi":"10.1109/SBGames51465.2020.00030","DOIUrl":"https://doi.org/10.1109/SBGames51465.2020.00030","url":null,"abstract":"Pokemon GO is one of the most popular Pokemon games. This game consists of walking around the world and collecting Pokemon characters using augmented reality. In addition, you can battle with friends, join a gym, or make attacks. These battles must happen between teams with the same size, and this poses a question that is related to the best combination for a team to beat a given opposing team. In order to solve this problem, one can use optimization algorithms. In this paper, we investigate three optimization algorithms to solve this problem: genetic algorithm (GA), memetic algorithm (MA), and iterated local search (ILS). In our experiments, we use time and fitness as evaluation metrics. Our findings indicate that the fastest algorithm is ILS with an execution time of 1.49 ± 0.11 seconds, followed by GA with an execution time of 1.51 ± 0.10 seconds, and MA with an execution time of 13.41 ± 1.00 seconds. However, when we consider the fitness metric, MA achieves the best average fitness of 50, 366.27 ± 12, 055.53, followed by GA, 43,113.00 ± 10, 482.30, and ILS, 31,224.32 ± 7,943.70. All these results are statistically significant to the others according to the post-hoc Friedman test. Analyzing all the obtained results, we recommend the use of the ILS algorithm when the execution time is of utmost importance. However, if fitness is important, then we recommend the use of the memetic algorithm. Finally, if both the execution time and fitness are deemed equally important, then, we recommend the usage of the genetic algorithm because it has a runtime similar to ILS and reasonable fitness.","PeriodicalId":335816,"journal":{"name":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"339 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131587330","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":"Evolutionary Procedural Content Generation for an Endless Platform Game","authors":"R. G. D. Pontes, H. Gomes","doi":"10.1109/SBGames51465.2020.00021","DOIUrl":"https://doi.org/10.1109/SBGames51465.2020.00021","url":null,"abstract":"Making innovative, cohesive and appealing games has become inherently more difficult given the ever increasing competition in the digital games' market. Manually creating game content is expensive and time-consuming. Therefore, alternative approaches for game content creation are relevant for increasing the efficiency of the game development process. This is where procedural techniques step in. Even though they have been used by commercial games since the 1980s, it was only in recent years that this kind of approach has been given the righteous attention in the academic context. In this work, we propose a procedural content generation approach for creating infinite environments for a 2D platform runner game. The approach consists of a Genetic Algorithm that innovatively takes into account environment aesthetics as well as game's physics and rules in its fitness function. Therefore, the created environments should be pleasant and possible to be overcome by the player. An instantiation of the approach was developed using the Godot Game Engine. Time viability for in-game real-time generation and convergence to high/stable fitness values were experimentally evaluated. Our tests indicated parameter ranges that performed best in terms of environment quality and processing time were mutation rates between 0.5 % and 1 % aligned with a population ranging from 50 to 100 individuals. This approach is expandable to other games that have a tileman-based environments.","PeriodicalId":335816,"journal":{"name":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122951020","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}
Vinícius de Souza Gonçalves, Alessandra Alaniz Macedo
{"title":"Similarities and Divergences in Electronic Game Review Texts","authors":"Vinícius de Souza Gonçalves, Alessandra Alaniz Macedo","doi":"10.1109/SBGames51465.2020.00028","DOIUrl":"https://doi.org/10.1109/SBGames51465.2020.00028","url":null,"abstract":"With the intensification of the electronic gaming industry and electronic gaming competitions, the repercussions of reviews involving games have become more common. Like a movie, an electronic game can be criticized for its features, including gameplay, story, audio, visuals, and multiplayer (if any). Because there are reviews written by specialists (critics) and ordinary users, there may be divergences and similarities between the reviews made by both audiences. Commonly, when The Game Awards (TGA) score comes out, players open forums and discuss their reviews about the games, their features, and if the prize should have been for the winner. This paper verifies the similarities and divergences of electronic game reviews between critics and ordinary users using text processing and information retrieval techniques. We collected reviews about eight games from the Metacritic website; four games played for TGA's best game of the Year Award. Our results indicated that the story element is the most commented by both types of users and that ordinary users tend to use gameplay and graphics when referring to the gameplay and visual elements, respectively. Critics and ordinary users do not often comment on the audio and multiplayer aspects. By using these results, game software engineers can consider new gameplay patterns and story or player modeling.","PeriodicalId":335816,"journal":{"name":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121085603","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":"[Title page]","authors":"","doi":"10.1109/sbgames51465.2020.00002","DOIUrl":"https://doi.org/10.1109/sbgames51465.2020.00002","url":null,"abstract":"","PeriodicalId":335816,"journal":{"name":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127617620","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}
P. Serafim, Y. L. Nogueira, C. Vidal, J. B. C. Neto, R. F. Filho
{"title":"Investigating Deep Q-Network Agent Sensibility to Texture Changes on FPS Games","authors":"P. Serafim, Y. L. Nogueira, C. Vidal, J. B. C. Neto, R. F. Filho","doi":"10.1109/SBGames51465.2020.00025","DOIUrl":"https://doi.org/10.1109/SBGames51465.2020.00025","url":null,"abstract":"Graphical updates are very common in modern digital games. For instance, PC game versions usually receive higher resolution textures after some time. This could be a problem for autonomous agents trained to play a game using Convolutional Neural Networks. These agents use the pixels of the screen as inputs and changing them could harm their performance. In this work, we evaluate agents' sensibility to texture changes. The agents are trained to play a First-Person Shooter game and then are presented to different versions of the same scenario, in which the only difference among them is texture changes. As the testbed, we use a ViZDoom scenario with a static monster that should be killed by the agent. Four agents are trained using Deep Q-Networks in four different scenarios. Then, every agent is tested in all four scenarios. We show that although every agent can learn the behaviors to win the game when playing the same version in which it was trained, they cannot generalize to all other versions. Only in one case, the agent had a good performance in a different scenario. Most of the time, the agent moved randomly or just stood still, and shot continuously, indicating that it could not understand the current screen. Even when the background textures were kept the same, the agent could not identify the enemy. Thus, to ensure proper behavior, an agent needs to be retrained not only if the problem changes, but also when only the visual aspects of the problem are modified.","PeriodicalId":335816,"journal":{"name":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130044727","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":"Generating Procedural Dungeons Using Machine Learning Methods","authors":"Mariana Werneck, E. Clua","doi":"10.1109/SBGames51465.2020.00022","DOIUrl":"https://doi.org/10.1109/SBGames51465.2020.00022","url":null,"abstract":"Procedural content generation (PCG) is a powerful tool to optimize creation of content in the game industry. However, it can lead to lack of control and mischaracterization of the game design, creating unbalanced or undesired situations. To overcome such problems, machine learning can be used to map important patterns of a game design and apply them in the PCG. Considering such aspects, this paper proposes a strategy for procedurally generating dungeons using ML techniques. We use Unity ML-Agents tool for the implementation, since dungeons are environments largely used in the industry that also require more control over its creation. The strategy used in this paper has proven to generate dungeons that respect room positioning design choices and maintains the game characterization. We conclude, after conducting a survey with users, that the generated dungeons presented reliable maps and showed to be more enjoyable and replayable than manually generated ones following the same design principles.","PeriodicalId":335816,"journal":{"name":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125571654","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}
Gabriel Fonseca Silva, P. Knob, Douglas A. Schlatter, C. G. Johansson, S. Musse
{"title":"Moving Virtual Agents Forward in Space and Time","authors":"Gabriel Fonseca Silva, P. Knob, Douglas A. Schlatter, C. G. Johansson, S. Musse","doi":"10.1109/SBGames51465.2020.00026","DOIUrl":"https://doi.org/10.1109/SBGames51465.2020.00026","url":null,"abstract":"This article proposes an adaptation from the model of Bianco for fast-forwarding agents in crowd simulation, which enables us to accurately fast forward agents in time. Besides being able to jump from one position to another, agents are able to stay inside their track, it means, the new position is calculated taking into account the original global path the agent would follow, if not being fast-forwarded. Obstacles and other agents around are also taken into account when calculating the new position. In addition, we included a personality aspect on agents, which affect their behaviors and, also, be taken into account when jumping to a future time and space. We conducted some experiments to validate our model, which shows that it was able to indeed fast forward agents from a position to another, in a coherent time, sticking to a given global path while avoiding collisions. Finally, we present a use case, showing that our method can fit inside a “Fog of War” system.","PeriodicalId":335816,"journal":{"name":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125744814","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":"[Copyright notice]","authors":"","doi":"10.1109/sbgames51465.2020.00003","DOIUrl":"https://doi.org/10.1109/sbgames51465.2020.00003","url":null,"abstract":"","PeriodicalId":335816,"journal":{"name":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123854487","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":"Sketch-Based Interaction for Planning-Based Interactive Storytelling","authors":"E. S. D. Lima, Felipe João Gheno, A. Viseu","doi":"10.1109/SBGames51465.2020.00029","DOIUrl":"https://doi.org/10.1109/SBGames51465.2020.00029","url":null,"abstract":"Drawings have been used for thousands of years as a visual complement to oral and written storytelling. The evolution of technology and the advent of interactive narratives brings the possibility of exploring drawings and storytelling in new ways. This paper presents a new sketch-based interaction method for planning-based interactive storytelling systems, which uses a deep learning model based on a Convolutional Neural Network to recognize digital hand-drawn sketches. By combining real time sketch recognition with a planning-based plot generation algorithm, the proposed system allows users to interact with narratives by sketching objects on smartphones or tablet computers, which are then recognized by the system and converted into virtual objects in the story world, thereby affecting the plot of the narrative. Preliminary results show that the sketch recognition model has a remarkable accuracy for small sets of sketch classes (accuracy of 95.1 % for 14 classes), which are sufficient to provide a good variety of interaction options. In addition, it can also be extended to more complex scenarios while maintaining a considerable accuracy (87.4% for 172 classes and 71.6% for 345 classes).","PeriodicalId":335816,"journal":{"name":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129521628","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}