Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference最新文献

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Searching for Balanced 2D Brawler Games: Successes and Failures of Automated Evaluation 寻找平衡的2D Brawler游戏:自动评估的成败
Samuel Shields, Ross Mawhorter, Edward F. Melcer, Michael Mateas
{"title":"Searching for Balanced 2D Brawler Games: Successes and Failures of Automated Evaluation","authors":"Samuel Shields, Ross Mawhorter, Edward F. Melcer, Michael Mateas","doi":"10.1609/aiide.v18i1.21963","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21963","url":null,"abstract":"Automated game design (AGD) research focuses on creating systems that can design entirely new games. This is often done by a genetic algorithm, with a fitness function that is used to find individual games that satisfy certain design criteria. However, it is difficult to tell if generated games actually have the desired emergent properties (such as balance), since the fitness function might not align well with human aesthetic judgments about such properties. This is particularly problematic when trying to automatically design balanced, fair, yet asymmetrical games for multiple players. In this paper we present an implementation of an optimization-based AGD system for brawler games, and present findings from a preliminary user study of generated games. We show that while the system successfully optimizes for our written fitness function during human play, we found that this optimization did not necessarily translate to our hypothesized human experience of the game.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"24 1","pages":"189-198"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88768530","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}
引用次数: 0
Open-World Narrative Generation to Answer Players' Questions 开放世界的叙事生成能够回答玩家的问题
Cory Siler
{"title":"Open-World Narrative Generation to Answer Players' Questions","authors":"Cory Siler","doi":"10.1609/aiide.v18i1.21981","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21981","url":null,"abstract":"Planning-based narrative generation is effective at producing stories with a logically-sound flow of events, but it can be limiting due to the rigidity of its constraints and the high burden on the domain author to define story-world objects, initial states, and author and character goals. Giving the system the freedom to add objects and events to the story-world history arbitrarily can improve variety and reduce authorial burden, but risks leading to stories that seem jarringly contrived to the audience. I propose to use question-answering as the antidote to contrivance in a highly-generative interactive narrative system: By modeling the player's beliefs about the story world, inferring the implicit questions the player may be asking through their interactions, and answering those questions in a way consistent with the player's prior knowledge, a system could focus on creating cohesion in the ways that matter most to the player while accepting a degree of contrivance in the details that the player is likely to overlook.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"62 1","pages":"307-310"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85893592","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}
引用次数: 2
Loose Ends: A Mixed-Initiative Creative Interface for Playful Storytelling 松散的结局:一个混合的创造性界面,用于有趣的故事叙述
M. Kreminski, Melanie Dickinson, Noah Wardrip-Fruin, Michael Mateas
{"title":"Loose Ends: A Mixed-Initiative Creative Interface for Playful Storytelling","authors":"M. Kreminski, Melanie Dickinson, Noah Wardrip-Fruin, Michael Mateas","doi":"10.1609/aiide.v18i1.21955","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21955","url":null,"abstract":"We present Loose Ends, a mixed-initiative co-creative storytelling play experience in which a human player and an AI system work together to compose a story. Loose Ends specifically aims to provide computational support for managing multiple parallel plot threads and bringing these threads to satisfying conclusions—something that has proven difficult in past attempts to facilitate playful mixed-initiative storytelling. We describe the overall human-AI interaction loop in Loose Ends, including the implementation of the rules-based AI system that enables this interaction loop; discuss four examples of desirable mixed-initiative interactions that are possible in Loose Ends, but not in similar systems; and present results from a preliminary expert evaluation of Loose Ends. Altogether, we find that Loose Ends shows promise for creating a sense of coauthorship in the player while also mitigating the directionlessness reported by players of earlier systems.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"4 1","pages":"120-128"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75138819","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}
引用次数: 4
Using Multi-Armed Bandits to Dynamically Update Player Models in an Experience Managed Environment 在经验管理环境中使用多武装强盗动态更新玩家模型
Anton Vinogradov, Brent E. Harrison
{"title":"Using Multi-Armed Bandits to Dynamically Update Player Models in an Experience Managed Environment","authors":"Anton Vinogradov, Brent E. Harrison","doi":"10.1609/aiide.v18i1.21965","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21965","url":null,"abstract":"Players are often considered to be static in their preferred play styles, but this is often untrue. While in most games this is not an issue, in games where experience managers (ExpMs) control the experience, a shift in a player's preferences can lead to loss of engagement and churn. When an ExpM makes changes to the game world, the game world is now biased in favor of the current player model which will then influence how the ExpM will observe the player's actions, potentially leading to a biased and incorrect player model. In these situations, it is beneficial for the ExpM to recalculate the player model in an efficient manner. In this paper we show that we can use the techniques used to solve multi-armed bandits along with our own idea of distractions to minimize the time it takes to identify what a player's preferences are after they change, compensate for the bias of the game world, and to minimize the number of intrusive elements added to the game world. To evaluate these claims, we use a text-only interactive fiction environment specifically created to be experience managed and to exhibit bias. Our experiments show that multi-armed bandit algorithms can quickly recalculate a player model in response to shifts in a player's preferences compared to several baseline methods.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"88 1","pages":"207-214"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76343927","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}
引用次数: 1
Neural Synthesis of Sound Effects Using Flow-Based Deep Generative Models 基于流的深度生成模型的声音效果神经合成
S. Andreu, Monica Villanueva Aylagas
{"title":"Neural Synthesis of Sound Effects Using Flow-Based Deep Generative Models","authors":"S. Andreu, Monica Villanueva Aylagas","doi":"10.1609/aiide.v18i1.21941","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21941","url":null,"abstract":"Creating variations of sound effects for video games is a time-consuming task that grows with the size and complexity of the games themselves. The process usually comprises recording source material and mixing different layers of sound to create sound effects that are perceived as diverse during gameplay. In this work, we present a method to generate controllable variations of sound effects that can be used in the creative process of sound designers. We adopt WaveFlow, a generative flow model that works directly on raw audio and has proven to perform well for speech synthesis. Using a lower-dimensional mel spectrogram as the conditioner allows both user controllability and a way for the network to generate more diversity. Additionally, it gives the model style transfer capabilities. We evaluate several models in terms of the quality and variability of the generated sounds using both quantitative and subjective evaluations. The results suggest that there is a trade-off between quality and diversity. Nevertheless, our method achieves a quality level similar to that of the training set while generating perceivable variations according to a perceptual study that includes game audio experts.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"76 1","pages":"2-9"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87397521","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}
引用次数: 2
Tiered State Expansion in Optimization Crosswords 优化填字游戏中的分层状态展开
A. Botea, V. Bulitko
{"title":"Tiered State Expansion in Optimization Crosswords","authors":"A. Botea, V. Bulitko","doi":"10.1609/aiide.v18i1.21950","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21950","url":null,"abstract":"Crosswords puzzles continue to be a popular form of entertainment. In Artificial Intelligence (AI), crosswords can be represented as a constraint problem, and attacked with a combinatorial search algorithm. In combinatorial search, the branching factor can play a crucial role on the search space size and thus on the search effort. We introduce tiered state expansion, a completeness-preserving technique to reduce the branching factor. In problems where the successors of a state correspond to the values in the domain of a state variable selected for instantiation, the domain is partitioned into two subsets called tiers. The instantiation of the two tiers is performed at different times, with tier 1 first and tier 2 in a subsequent state. Before a tier-2 instantiation occurs, its set of applicable values can shrink substantially due to constraint propagation, with a corresponding reduction of the branching factor. We apply tiered state expansion to a constraint optimization problem modeled on the Romanian Crosswords Competition, empirically demonstrating a substantial improvement. Tiered state expansion allows finding a full solution, with an average CPU time of up to 1.2 minutes, to many puzzles that would otherwise time out after 4 hours.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"20 1","pages":"79-86"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87464992","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}
引用次数: 3
On the Challenges of Generating Pixel Art Character Sprites Using GANs 关于使用gan生成像素美术角色精灵的挑战
F. Coutinho, L. Chaimowicz
{"title":"On the Challenges of Generating Pixel Art Character Sprites Using GANs","authors":"F. Coutinho, L. Chaimowicz","doi":"10.1609/aiide.v18i1.21951","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21951","url":null,"abstract":"We pose the problem of generating pixel art character sprites facing one side (e.g., right), given their images facing another one (e.g., front), as an image-to-image translation task and investigate the use of the Pix2Pix architecture to solve it. Aiming to improve the results over unseen data, we propose and investigate two architecture modifications: (a) representing images using color palettes and (b) adding a histogram loss term to the generator. We compared the results qualitatively and quantitatively using FID and L1 distances between the generated and target images. Results indicate that representing images with color palettes encourages overfitting, and the histogram loss leads to slightly improved results.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"34 1","pages":"87-94"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74496562","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}
引用次数: 1
Sturgeon: Tile-Based Procedural Level Generation via Learned and Designed Constraints Sturgeon:通过学习和设计约束生成基于贴图的程序关卡
Seth Cooper
{"title":"Sturgeon: Tile-Based Procedural Level Generation via Learned and Designed Constraints","authors":"Seth Cooper","doi":"10.1609/aiide.v18i1.21944","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21944","url":null,"abstract":"This work describes Sturgeon, a system for tile-based level generation using constraints. We present a small mid-level constraint API that can be instantiated with various low-level solvers, including portfolio solvers. We show how this mid-level API can be used to generate levels incorporating a variety of constraints, including constraints learned from example levels and constraints provided by a designer. We incorporate a flexible constraint-based approach within the system for ensuring level goals are reachable. Finally, we demonstrate the effectiveness of the system in a variety of games and show applications ranging from infilling and repair to expressive range coverage.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"68 1","pages":"26-36"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89502663","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}
引用次数: 9
Anthology: A Social Simulation Framework 选集:社交模拟框架
Sasha Azad, Jennifer Wellnitz, Luis Garcia, Chris Martens
{"title":"Anthology: A Social Simulation Framework","authors":"Sasha Azad, Jennifer Wellnitz, Luis Garcia, Chris Martens","doi":"10.1609/aiide.v18i1.21967","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21967","url":null,"abstract":"Social simulation research seeks to understand the dynamics of complex human behavior by simulating populations of individual decision-makers as multi-agent systems. However, prior work in games and entertainment fail to account for interactions between social behavior, geography, and relationships in a manner that allows researchers to easily reuse their frameworks and model social characters. We present Anthology, an extensible software framework for modeling human social systems, within the context of an ongoing research agenda to integrate AI techniques from social simulation games and computational social science to enable researchers to model and reason about the complex dynamics of human social behavior. \u0000Anthology comprises a motive-based agent decision making algorithm; a knowledge representation system for relationships; a flexible specification language for precondition-effect-style actions; a user interface to inspect and interact with the simulation as it runs in real-time; and an extensive user documentation and reference manual. We describe our participatory research design process used for the developing Anthology, the state of the current system, it's limitations and our future development directions.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"6 1","pages":"224-231"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87936500","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}
引用次数: 0
Salience Vectors for Measuring Distance between Stories 度量故事之间距离的显著性向量
Rachelyn Farrell, Mira Fisher, Stephen G. Ware
{"title":"Salience Vectors for Measuring Distance between Stories","authors":"Rachelyn Farrell, Mira Fisher, Stephen G. Ware","doi":"10.1609/aiide.v18i1.21952","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21952","url":null,"abstract":"Narrative planners generate sequences of actions that represent story plots given a story domain model. This is a useful way to create branching stories for interactive narrative systems that maintain logical consistency across multiple storylines with different content. There is a need for story comparison techniques that can enable systems like experience managers and domain authoring tools to reason about similarities and differences between multiple stories or branches. We present an algorithm for summarizing narrative plans as numeric vectors based on a cognitive model of human story perception. The vectors encode important story information and can be compared using standard distance functions to quantify the overall semantic difference between two stories. We show that this distance metric is highly accurate based on human annotations of story similarity, and compare it to several alternative approaches. We also explore variations of our method in an attempt to broaden its applicability to other types of story systems.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"1 1","pages":"95-104"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90791980","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}
引用次数: 0
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