IEEE Transactions on Games最新文献

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VESPA: A General System for Vision-Based Extrasensory Perception Anticheating in Online FPS Games VESPA:在线 FPS 游戏中基于视觉的超感知反切通用系统
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2023-10-24 DOI: 10.1109/TG.2023.3327115
Shiwei Zhao;Jiaheng Qi;Zhipeng Hu;Han Yan;Runze Wu;Xudong Shen;Tangjie Lv;Changjie Fan
{"title":"VESPA: A General System for Vision-Based Extrasensory Perception Anticheating in Online FPS Games","authors":"Shiwei Zhao;Jiaheng Qi;Zhipeng Hu;Han Yan;Runze Wu;Xudong Shen;Tangjie Lv;Changjie Fan","doi":"10.1109/TG.2023.3327115","DOIUrl":"10.1109/TG.2023.3327115","url":null,"abstract":"Cheating is widespread in online games, particularly in competitive games, such as \u0000<italic>first-person shooter</i>\u0000 (FPS) games. One of the most common types of cheating is extrasensory perception (ESP), which involves illicitly obtaining visual information to gain an unfair advantage over normal players. To protect the gaming experience of legitimate players and the interests of game companies, there is an urgent need for anticheating applications. In this article, we propose a general system for ESP anticheating in online FPS games, considering the business characteristics and industrial applications. We present a vision-based anticheating framework that incorporates both supervised and unsupervised solutions for comprehensive cheating detection. Based on this framework, we design and deploy a dual-audit human-in-the-loop system for industrial gaming anticheating applications. We evaluate our proposed framework from multiple online and offline perspectives and demonstrate its practical significance with superior performance.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 3","pages":"611-620"},"PeriodicalIF":1.7,"publicationDate":"2023-10-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135158252","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
PokerKit: A Comprehensive Python Library for Fine-Grained Multivariant Poker Game Simulations PokerKit:一个用于细粒度多变量扑克游戏模拟的综合Python库
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2023-10-18 DOI: 10.1109/TG.2023.3325637
Juho Kim
{"title":"PokerKit: A Comprehensive Python Library for Fine-Grained Multivariant Poker Game Simulations","authors":"Juho Kim","doi":"10.1109/TG.2023.3325637","DOIUrl":"10.1109/TG.2023.3325637","url":null,"abstract":"PokerKit is an open-source Python library designed to overcome the restrictions of existing <italic>Poker</i> game simulation and hand evaluation tools, which typically support only a handful of <italic>Poker</i> variants and lack flexibility in game state control. In contrast, PokerKit significantly expands this scope by supporting an extensive array of <italic>Poker</i> variants and it provides a flexible architecture for users to define their custom games. This article details the design and implementation of PokerKit, including its intuitive programmatic API, multivariant game support, and a unified hand evaluation suite across different hand types. The flexibility of PokerKit allows for applications in diverse areas, such as <italic>Poker</i> AI development, tool creation, and online <italic>Poker</i> casino implementation. PokerKit's reliability has been established through static type checking, extensive doctests, and unit tests, achieving 99% code coverage. The introduction of PokerKit represents a significant contribution to the field of computer <italic>Poker</i>, fostering future research and advanced AI development for a wide variety of <italic>Poker</i> games.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 1","pages":"32-39"},"PeriodicalIF":1.7,"publicationDate":"2023-10-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10287546","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135010080","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Evaluating the Influence of Imperfect Information in Geister Using DREAM Trained Agents 利用 DREAM 训练代理评估 Geister 中不完美信息的影响
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2023-10-16 DOI: 10.1109/TG.2023.3324737
Lucien Troillet;Kiminori Matsuzaki
{"title":"Evaluating the Influence of Imperfect Information in Geister Using DREAM Trained Agents","authors":"Lucien Troillet;Kiminori Matsuzaki","doi":"10.1109/TG.2023.3324737","DOIUrl":"10.1109/TG.2023.3324737","url":null,"abstract":"Imperfect information games (IIGs) are a popular subject in the field of artificial intelligence. In this study, we consider them and propose that they can be classified according to the impact and visualizability of the imperfect information. We use \u0000<italic>Geister</i>\u0000, a Board IIG, to create multiple variant games that we use as an abstraction for IIGs. We then train agents to play each variant using deep regret minimization with advantage baselines and model-free learning, a neural-network variation of counterfactual regret minimization. We observe the performance of our agents and use them to qualitatively assess the characteristics of our IIGs with regards to our proposed terminology.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 3","pages":"598-610"},"PeriodicalIF":1.7,"publicationDate":"2023-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136371983","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Tracking Early Differences in Tetris Performance Using Eye Aspect Ratio Extracted Blinks 利用提取的眼睛眨眼长宽比跟踪俄罗斯方块表现的早期差异
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2023-10-13 DOI: 10.1109/TG.2023.3324511
Gianluca Guglielmo;Michal Klincewicz;Elisabeth Huis in ‘t Veld;Pieter Spronck
{"title":"Tracking Early Differences in Tetris Performance Using Eye Aspect Ratio Extracted Blinks","authors":"Gianluca Guglielmo;Michal Klincewicz;Elisabeth Huis in ‘t Veld;Pieter Spronck","doi":"10.1109/TG.2023.3324511","DOIUrl":"10.1109/TG.2023.3324511","url":null,"abstract":"This study aimed to evaluate if eye blinks can be used to discriminate players with different performance in a session of Nintendo Entertainment System \u0000<italic>Tetris</i>\u0000. To that end, we developed a state-of-the-art method for blink extraction from eye aspect ratio measures, which is robust enough to be used with data collected by a low-grade webcam such as the ones widely available on laptop computers. Our results show a significant decrease in blink rate per minute (blinks/m) during the first minute of playing \u0000<italic>Tetris</i>\u0000. After having defined three groups of proficiency based on in-game performance (novices, intermediates, and experts) we found out that expert players display a significantly lower decrease in blinks/m compared to novices during the first minute of gameplay, which shows that \u0000<italic>Tetris</i>\u0000 players’ proficiency can be detected by looking at eye blinks/m variations during the early phase of a game session. This difference in blinks/m is observed throughout the entire game session, which supports the general conclusion that proficient \u0000<italic>Tetris</i>\u0000 players have a lower decrease in blinks/m, even when playing more difficult levels. Finally, we offer some interpretations of this effect and the relationship that our results may have with the visual cognitive workload experienced during the gameplay.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 3","pages":"735-741"},"PeriodicalIF":1.7,"publicationDate":"2023-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136302129","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Considerations and Concerns of Professional Game Composers Regarding Artificially Intelligent Music Technology 专业游戏作曲家对人工智能音乐技术的考虑和担忧
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2023-09-25 DOI: 10.1109/TG.2023.3319085
Kyle Worrall;Tom Collins
{"title":"Considerations and Concerns of Professional Game Composers Regarding Artificially Intelligent Music Technology","authors":"Kyle Worrall;Tom Collins","doi":"10.1109/TG.2023.3319085","DOIUrl":"10.1109/TG.2023.3319085","url":null,"abstract":"Artificially intelligent music technology (AIMT) is a promising field with great potential for creating innovation in music. However, the considerations and concerns surrounding AI-generated music from the perspective of professional video game composers have yet to be fully explored. In this study, 11 professional video game composers were interviewed to determine how they feel about AIMT and how this informs future research and tool design within the games industry. The interviews were analyzed using a reflexive thematic analysis to identify key themes. The study found that while composers recognize the benefits of music AI, they have complex concerns beyond the obvious concerns of AI infringing on their agency and creativity. There is an inherent clash between the creative ego and music AI, which can make it difficult for composers to embrace this technology. Furthermore, a lack of standard technical knowledge, support, understanding, and trust in music AI is impeding tool use within the industry. These findings have implications for music AI researchers and industry practitioners. By better understanding the concerns and considerations of professional creatives, researchers can design and communicate their tools more effectively to music professionals. Moreover, this study lays the foundation for empirical research into the relationship between professional creatives and emerging AI technology—a topic that is underemphasized in current research.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 3","pages":"586-597"},"PeriodicalIF":1.7,"publicationDate":"2023-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135699102","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Profiling and Identifying Smurfs or Boosters on Dota 2 Using K-Means and IQR 使用 K-Means 和 IQR 分析和识别 Dota 2 中的蓝精灵或助推器
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2023-09-22 DOI: 10.1109/TG.2023.3317053
Ying-Jih Ding;Wun-She Yap;Kok-Chin Khor
{"title":"Profiling and Identifying Smurfs or Boosters on Dota 2 Using K-Means and IQR","authors":"Ying-Jih Ding;Wun-She Yap;Kok-Chin Khor","doi":"10.1109/TG.2023.3317053","DOIUrl":"10.1109/TG.2023.3317053","url":null,"abstract":"<italic>Dota 2</i>\u0000 is one popular multiplayer online battle arena game, and it holds the grandest e-sports tournament in the world—The International. However, smurfs and boosters are plaguing the game, causing a continuous decline in the player count. Smurfs are skilled players who stomp less experienced players, while boosters are paid to improve players’ rank. At this stage, the developers have brought updates on smurf detection based on players’ complaints, where smurf accounts are likely to be prevented from entering the game. This article proposes a smurf or booster detection among the players by profiling and identifying them based on statistical differences in features. Initially, we created a dataset with player data collected from the OpenDota API. Then, K-means was used to group and profile the players. Subsequently, the interquartile range method was applied to the high-performing players to identify the smurfs or boosters. We then invited three \u0000<italic>Dota 2</i>\u0000 game experts to review the resulting profiles. A 95% accuracy score was achieved using majority voting. The methodology proposed in this article can be implemented in the \u0000<italic>Dota 2</i>\u0000 to detect smurfs or boosters automatically. The findings in this article shall contribute to prolonging the game's life span.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 3","pages":"577-585"},"PeriodicalIF":1.7,"publicationDate":"2023-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135649570","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Deep Multitask Multiagent Reinforcement Learning With Knowledge Transfer 带知识转移的深度多任务多代理强化学习
IF 1.7 4区 计算机科学
IEEE Transactions on Games Pub Date : 2023-09-19 DOI: 10.1109/TG.2023.3316697
Yuxiang Mai;Yifan Zang;Qiyue Yin;Wancheng Ni;Kaiqi Huang
{"title":"Deep Multitask Multiagent Reinforcement Learning With Knowledge Transfer","authors":"Yuxiang Mai;Yifan Zang;Qiyue Yin;Wancheng Ni;Kaiqi Huang","doi":"10.1109/TG.2023.3316697","DOIUrl":"10.1109/TG.2023.3316697","url":null,"abstract":"Despite the potential of multiagent reinforcement learning (MARL) in addressing numerous complex tasks, training a single team of MARL agents to handle multiple diverse team tasks remains a challenge. In this article, we introduce a novel Multitask method based on Knowledge Transfer in cooperative MARL (MKT-MARL). By learning from task-specific teachers, our approach empowers a single team of agents to attain expert-level performance in multiple tasks. MKT-MARL utilizes a knowledge distillation algorithm specifically designed for the multiagent architecture, which rapidly learns a team control policy incorporating common coordinated knowledge from the experience of task-specific teachers. In addition, we enhance this training with teacher annealing, gradually shifting the model's learning from distillation toward environmental rewards. This enhancement helps the multitask model surpass its single-task teachers. We extensively evaluate our algorithm using two commonly-used benchmarks: \u0000<italic>StarCraft II</i>\u0000 micromanagement and multiagent particle environment. The experimental results demonstrate that our algorithm outperforms both the single-task teachers and a jointly trained team of agents. Extensive ablation experiments illustrate the effectiveness of the supervised knowledge transfer and the teacher annealing strategy.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 3","pages":"566-576"},"PeriodicalIF":1.7,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135554802","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Call for Papers—IEEE Transactions on Games Special Issue on Human-Centered AI in Game Evaluation 论文征集——IEEE游戏汇刊——游戏评估中以人为中心的人工智能特刊
IF 2.3 4区 计算机科学
IEEE Transactions on Games Pub Date : 2023-09-14 DOI: 10.1109/TG.2023.3312909
{"title":"Call for Papers—IEEE Transactions on Games Special Issue on Human-Centered AI in Game Evaluation","authors":"","doi":"10.1109/TG.2023.3312909","DOIUrl":"https://doi.org/10.1109/TG.2023.3312909","url":null,"abstract":"","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"15 3","pages":"492-492"},"PeriodicalIF":2.3,"publicationDate":"2023-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/iel7/7782673/10251473/10251484.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68027376","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
IEEE Computational Intelligence Society Information IEEE计算智能学会信息
IF 2.3 4区 计算机科学
IEEE Transactions on Games Pub Date : 2023-09-14 DOI: 10.1109/TG.2023.3310831
{"title":"IEEE Computational Intelligence Society Information","authors":"","doi":"10.1109/TG.2023.3310831","DOIUrl":"https://doi.org/10.1109/TG.2023.3310831","url":null,"abstract":"","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"15 3","pages":"C3-C3"},"PeriodicalIF":2.3,"publicationDate":"2023-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/iel7/7782673/10251473/10251490.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68027377","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
IEEE Transactions on Games Publication Information IEEE奥运会出版信息汇刊
IF 2.3 4区 计算机科学
IEEE Transactions on Games Pub Date : 2023-09-14 DOI: 10.1109/TG.2023.3310833
{"title":"IEEE Transactions on Games Publication Information","authors":"","doi":"10.1109/TG.2023.3310833","DOIUrl":"https://doi.org/10.1109/TG.2023.3310833","url":null,"abstract":"","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"15 3","pages":"C2-C2"},"PeriodicalIF":2.3,"publicationDate":"2023-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/iel7/7782673/10251473/10251491.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68026819","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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