Xiangyu Peng, Christopher Cui, Wei Zhou, Renee Jia, Mark Riedl
{"title":"Story Shaping: Teaching Agents Human-Like Behavior with Stories","authors":"Xiangyu Peng, Christopher Cui, Wei Zhou, Renee Jia, Mark Riedl","doi":"10.1609/aiide.v19i1.27528","DOIUrl":"https://doi.org/10.1609/aiide.v19i1.27528","url":null,"abstract":"Reward design for reinforcement learning agents can be difficult in situations where one not only wants the agent to achieve some effect in the world but where one also cares about how that effect is achieved. For example, we might wish for an agent to adhere to a tacit understanding of commonsense, align itself to a preference for how to behave for purposes of safety, or taking on a particular role in an interactive game. Storytelling is a mode for communicating tacit procedural knowledge. We introduce a technique, Story Shaping, in which a reinforcement learning agent infers tacit knowledge from an exemplar story of how to accomplish a task and intrinsically rewards itself for performing actions that make its current environment adhere to that of the inferred story world. Specifically, Story Shaping infers a knowledge graph representation of the world state from observations, and also infers a knowledge graph from the exemplar story. An intrinsic reward is generated based on the similarity between the agent's inferred world state graph and the inferred story world graph. We conducted experiments in text-based games requiring commonsense reasoning and shaping the behaviors of agents as virtual game characters.","PeriodicalId":498041,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135303515","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}
Yuqian Sun, Zhouyi Li, Ke Fang, Chang Hee Lee, Ali Asadipour
{"title":"Language as Reality: A Co-Creative Storytelling Game Experience in 1001 Nights Using Generative AI","authors":"Yuqian Sun, Zhouyi Li, Ke Fang, Chang Hee Lee, Ali Asadipour","doi":"10.1609/aiide.v19i1.27539","DOIUrl":"https://doi.org/10.1609/aiide.v19i1.27539","url":null,"abstract":"Generative AI (GenAI), encompassing image generation and large language models (LLMs), has opened new avenues for gameplay experiences. This paper introduces \"1001 Nights\", a narrative game centered on GenAI. Drawing inspiration from Wittgenstein's note, \"The limits of my language mean the limits of my world\", the game exemplifies the concept of language as reality. The protagonist, Shahrzad, possesses a unique power: specific keywords, such as \"sword\" or \"shield\", when spoken by others in tales, materialize as tangible weapons, serving as battle equipment against the King. Players guide the LLM-driven King in co-creating narratives, with GPT-4 employing LLM reasoning methods to ensure story consistency. As these narratives progress, the depicted world is dynamically generated and visualized through Stable Diffusion, blurring the boundaries between narrative and in-game reality. This fusion of interactive storytelling combines gameplay paradigms and story together with dynamic content generation. Players not only aim to alter Shahrzad's fate from the original folklore, but also leverage the power of natural language to shape the game's world. With this example, we propose the term \"AI-Native games\" to categorize innovative games where GenAI is fundamental to the game's novel mechanics and very existence.","PeriodicalId":498041,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135303518","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}
Alan Pedrassoli Chitayat, Florian Block, James Walker, Anders Drachen
{"title":"Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analitics","authors":"Alan Pedrassoli Chitayat, Florian Block, James Walker, Anders Drachen","doi":"10.1609/aiide.v19i1.27507","DOIUrl":"https://doi.org/10.1609/aiide.v19i1.27507","url":null,"abstract":"Esport games comprise a sizeable fraction of the global games market, and is the fastest growing segment in games. This has given rise to the domain of esports analytics, which uses telemetry data from games to inform players, coaches, broadcasters and other stakeholders. Compared to traditional sports, esport titles change rapidly, in terms of mechanics as well as rules. Due to these frequent changes to the parameters of the game, esport analytics models can have a short life-spam, a problem which is largely ignored within the literature. This paper extracts information from game design (i.e. patch notes) and utilises clustering techniques to propose a new form of character representation. As a case study, a neural network model is trained to predict the number of kills in a Dota 2 match utilising this novel character representation technique. The performance of this model is then evaluated against two distinct baselines, including conventional techniques. Not only did the model significantly outperform the baselines in terms of accuracy (85% AUC), but the model also maintains the accuracy in two newer iterations of the game that introduced one new character and a brand new character type. These changes introduced to the design of the game would typically break conventional techniques that are commonly used within the literature. Therefore, the proposed methodology for representing characters can increase the life-spam of machine learning models as well as contribute to a higher performance when compared to traditional techniques typically employed within the literature.","PeriodicalId":498041,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135303672","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":"Generally Genius: A Generals.io Agent Development and Data Collection Framework","authors":"Aaditya Bhatia, Austin Davis, Soumik Ghosh, Gita Sukthankar","doi":"10.1609/aiide.v19i1.27536","DOIUrl":"https://doi.org/10.1609/aiide.v19i1.27536","url":null,"abstract":"We present an agent development and data collection framework for Generals.io (GIO)--a real-time strategy game with imperfect information in which players attempt to gain control of opponents' starting positions within a 2D grid world. The framework provides event-based communication amongst several modules implemented as microservices, enabling real-time data collection from GIO's streaming data. Its modular design facilitates rapid bot development and testing, while the emphasis on data collection makes it easy to analyze agent performance. We use this framework in a case study of a top-performing GIO agent called Flobot. Our analysis demonstrates that Flobot's performance varies based on its starting position. Based on the analysis performed with our framework, we propose a modification to Flobot's pathfinding algorithm. Statistical tests show that the new algorithm results in a significant reduction in performance variance.","PeriodicalId":498041,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135303674","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":"Understanding Human-AI Teaming Dynamics through Gaming Environments","authors":"Qiao Zhang","doi":"10.1609/aiide.v19i1.27541","DOIUrl":"https://doi.org/10.1609/aiide.v19i1.27541","url":null,"abstract":"With the goal of better understanding Human-machine Teaming (HMT) dynamics and how team competencies that are transportable across contexts can lead to different teaming behaviors and team performances, I propose a series of three studies to explore communication, coordination and adaptation in HMT paradigms. I implement and integrate multiple AI agents and use collaborative games as testing environments to evaluate teaming effects. My work can provide findings to two higher level research questions that are widely studied in HMT: 1) the bidirectional behaviors that human and AI agents may develop when working as a team and, 2) how different types of AI agents can impact the teaming efficiency in human-AI teaming. Besides, my work can also contribute to Human-Computer Interaction and Game AI scholarship with insights into teaming dynamics in Human-AI teaming.","PeriodicalId":498041,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"2020 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135303344","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":"Herd’s Eye View: Improving Game AI Agent Learning with Collaborative Perception","authors":"Andrew Nash, Andrew Vardy, Dave Churchill","doi":"10.1609/aiide.v19i1.27526","DOIUrl":"https://doi.org/10.1609/aiide.v19i1.27526","url":null,"abstract":"We present a novel perception model named Herd's Eye View (HEV) that adopts a global perspective derived from multiple agents to boost the decision-making capabilities of reinforcement learning (RL) agents in multi-agent environments, specifically in the context of game AI. The HEV approach utilizes cooperative perception to empower RL agents with a global reasoning ability, enhancing their decision-making. We demonstrate the effectiveness of the HEV within simulated game environments and highlight its superior performance compared to traditional ego-centric perception models. This work contributes to cooperative perception and multi-agent reinforcement learning by offering a more realistic and efficient perspective for global coordination and decision-making within game environments. Moreover, our approach promotes broader AI applications beyond gaming by addressing constraints faced by AI in other fields such as robotics. The code is available at https://github.com/andrewnash/Herds-Eye-View","PeriodicalId":498041,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135303523","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}
Abdelrahman Madkour, Chris Martens, Steven Holtzen, Casper Harteveld, Stacy Marsella
{"title":"Probabilistic Logic Programming Semantics For Procedural Content Generation","authors":"Abdelrahman Madkour, Chris Martens, Steven Holtzen, Casper Harteveld, Stacy Marsella","doi":"10.1609/aiide.v19i1.27525","DOIUrl":"https://doi.org/10.1609/aiide.v19i1.27525","url":null,"abstract":"Research in procedural content generation (PCG) has recently heralded two major methodologies: machine learning (PCGML) and declarative programming. The former shows promise by automating the specification of quality criteria through latent patterns in data, while the latter offers significant advantages for authorial control. In this paper we propose the use of probabilistic logic as a unifying framework that combines the benefits of both methodologies. We propose a Bayesian formalization of content generators as probability distributions and show how common PCG tasks map naturally to operations on the distribution. Further, through a series of experiments with maze generation, we demonstrate how probabilistic logic semantics allows us to leverage the authorial control of declarative programming and the flexibility of learning from data.","PeriodicalId":498041,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135303671","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}
Yeo Jin Kim, Alex Goslen, Jonathan Rowe, Bradford Mott, James Lester
{"title":"Language Model-Based Player Goal Recognition in Open World Digital Games","authors":"Yeo Jin Kim, Alex Goslen, Jonathan Rowe, Bradford Mott, James Lester","doi":"10.1609/aiide.v19i1.27503","DOIUrl":"https://doi.org/10.1609/aiide.v19i1.27503","url":null,"abstract":"Devising models that reliably recognize player goals is a key challenge in creating player-adaptive games. Player goal recognition is the task of automatically recognizing the intent of a player from a sequence of observed player actions in a game environment. In open-world digital games, players often undertake suboptimal and varied sequences of actions to achieve goals, and the high degree of freedom afforded to players makes it challenging to identify sequential patterns that lead toward specific goals. To address these issues, we present a player goal recognition framework that utilizes a fine-tuned T5 language model, which incorporates our novel attention mechanism called Temporal Contrary Attention (TCA). The T5 language model enables the framework to exploit correlations between observations through non-sequential self-attention within input sequences, while TCA enables the framework to learn to eliminate goal hypotheses by considering counterevidence within a temporal window. We evaluate our approach using game trace data collected from 144 players' interactions with an open-world educational game. Specifically, we investigate the predictive capacity of our approach to recognize player goals as well as player plans represented as abstract actions. Results show that our approach outperforms non-linguistic machine learning approaches as well as T5 without TCA. We discuss the implications of these findings for the design and development of player goal recognition models to create player-adaptive games.","PeriodicalId":498041,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135303673","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":"Utilizing Generative Adversarial Networks for Stable Structure Generation in Angry Birds","authors":"Frederic Abraham, Matthew Stephenson","doi":"10.1609/aiide.v19i1.27496","DOIUrl":"https://doi.org/10.1609/aiide.v19i1.27496","url":null,"abstract":"This paper investigates the suitability of using Generative Adversarial Networks (GANs) to generate stable structures for the physics-based puzzle game Angry Birds. While previous applications of GANs for level generation have been mostly limited to tile-based representations, this paper explores their suitability for creating stable structures made from multiple smaller blocks. This includes a detailed encoding/decoding process for converting between Angry Birds level descriptions and a suitable grid-based representation, as well as utilizing state-of-the-art GAN architectures and training methods to produce new structure designs. Our results show that GANs can be successfully applied to generate a varied range of complex and stable Angry Birds structures.","PeriodicalId":498041,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135303341","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}
Jungah Son, Marko Peljhan, George Legrady, Misha Sra
{"title":"A Computational Tool for Recoloring Based on User Emotions","authors":"Jungah Son, Marko Peljhan, George Legrady, Misha Sra","doi":"10.1609/aiide.v19i1.27531","DOIUrl":"https://doi.org/10.1609/aiide.v19i1.27531","url":null,"abstract":"This work describes a system to recolor a user’s painting based on the perceived emotional state of the viewer. An automatic palette selection algorithm is used to generate color palettes for a set of emotions. A user can create a painting using one of the generated palettes. To notify the end of the painting, the user clicks on the DONE button. Once the button is pressed, the colors of the user's painting change as the facial expression of the user changes. Facial emotion recognition is used in this process to classify the emotional status of the user’s face.","PeriodicalId":498041,"journal":{"name":"Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135303345","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}