{"title":"Towards AI as a Creative Colleague in Game Level Design","authors":"T. Larsson, J. Font, Alberto Alvarez","doi":"10.1609/aiide.v18i1.21957","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21957","url":null,"abstract":"In Mixed-Initiative Co-Creative tools, the human is mostly in control of what will and can be created, delegating the AI to a more suggestive role instead of a colleague in the co-creative process. Allowing more control and agency for the AI might be an interesting path in co-creative scenarios where AI could direct and take more initiative within the co-creative task. However, the relationship between AI and human designers in creative processes is delicate, as adjusting the initiative or agency of the AI can negatively affect the user experience. In this paper, different degrees of agency for the AI are explored within the Evolutionary Dungeon Designer (EDD) to further understand MI-CC tools. A user study was performed using EDD with three varying degrees of AI agency. The study highlighted elements of frustration that the human designer experiences when using the tool and the behavior in the AI that led to possible strains on the relationship. The paper concludes with the identified issues and possible solutions and suggested further research.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"17 1","pages":"137-145"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81707463","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":"Explainable CLIP-Guided 3D-Scene Generation in an AI Holodeck","authors":"Atefeh Mahdavi Goloujeh, J. Smith, Brian Magerko","doi":"10.1609/aiide.v18i1.21973","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21973","url":null,"abstract":"This paper describes the AI Holodeck, a co-creative software prototype that creates virtual scenes from the user input text, inspired by the fictional Holodeck virtual reality device from the science fiction series Star Trek. This application collects common-sense knowledge from annotated datasets and reference images. It uses this knowledge to populate scenes with objects found in selected environments alongside those explicitly mentioned by the user. We present the system design of the AI Holodeck, and a proposed study to measure the effects of its visualizations on user perceptions of the system's creativity.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"32 1","pages":"276-278"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87909616","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}
Anisha Gupta, Daniel Carpenter, Wookhee Min, Jonathan P. Rowe, R. Azevedo, James Lester
{"title":"Enhancing Multimodal Goal Recognition in Open-World Games with Natural Language Player Reflections","authors":"Anisha Gupta, Daniel Carpenter, Wookhee Min, Jonathan P. Rowe, R. Azevedo, James Lester","doi":"10.1609/aiide.v18i1.21945","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21945","url":null,"abstract":"Open-world games promote engagement by offering players a high degree of autonomy to explore expansive game worlds. Player goal recognition has been widely explored for modeling player behavior in open-world games by dynamically recognizing players’ goals using observations of in-game actions and locations. In educational open-world games, in-game reflection tools can help students reflect on their learning and plan their strategies for future gameplay. Data generated from students’ written reflections can serve as a source of evidence for modeling player goals. We present a multimodal goal recognition approach that leverages players’ written reflections along with game trace log features to predict player goals during gameplay. Results show that both the highest predictive performance and best early prediction performance are achieved by deep learning-based, multimodal goal recognition models that utilize both written reflection and gameplay features as input. These models outperform unimodal deep learning models as well as a random forest baseline. Multimodal goal recognition using natural language reflection data has significant potential to enhance goal recognition model performance, as well as player modeling more generally, to support the creation of engaging and adaptive open-world digital games.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"45 1","pages":"37-44"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87146963","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":"Reasoning with Ontologies for Non-player Character's Decision-Making in Games","authors":"Sylvain Lapeyrade","doi":"10.1609/aiide.v18i1.21980","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21980","url":null,"abstract":"In most games, the decision-making of non-player characters (NPCs) is usually constructed using variants of state machines, behaviour trees, utility-based AI or planning. These methods are relatively simple to implement, but have drawbacks in that it can be difficult to create complex non-hard-coded behaviour for many agents and to maintain the algorithms, especially when scaling up. Game designers usually think of their games with rules that closely resemble logic rules. A methodology is introduced to design both general and modular behaviour using a logic reasoner with hierarchical ontologies. This approach is combined with the well-founded semantics (WFS) to solve the problem of representation and reasoning despite the lack of NPC knowledge.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"150 1","pages":"303-306"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74037179","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":"A Hybrid Approach to Co-creative Story Authoring Using Grammars and Language Models","authors":"Adam Riddle","doi":"10.1609/aiide.v18i1.21975","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21975","url":null,"abstract":"Large language models are powerful tools for story generation, but are difficult to control. Story grammars are a more controllable tool for story generation, but require a large amount of upfront work and tend to create predictable results. We present a story generation tool that combines the positives of both methods using language models to aid in writing a grammar, and using the output of that grammar to generate controlled text from language models. Our approach combines the structure of a grammar with the unexpectedness of a large language model.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"27 1","pages":"282-284"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73605113","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":"HeadSpace: Incorporating Action Failure and Character Beliefs into Narrative Planning","authors":"Rushit Sanghrajka, R. Young, Brandon R. Thorne","doi":"10.1609/aiide.v18i1.21961","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21961","url":null,"abstract":"Previous work on story planning has lacked a knowledge representation for characters that attempt actions that fail because of the characters' misconceptions about the world state. This work describes HeadSpace, a state-space heuristic search planning system that generates stories that track and manipulate characters' beliefs about the story world. The planner produces story plans with actions that are attempted but fail. We show an example story plan that contains failed-action content that cannot be generated by typical planning-based approaches to story creation, and we provide an analytical evaluation that characterizes our planner's increased expressive range relative to other narrative planners addressing character belief and/or failed action execution.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"92 1","pages":"171-178"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73087045","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":"Never a Dull Moment: Believable Dynamic Character Beat Generation between Game World Events","authors":"Kyle Mitchell, C. Pettijohn, Joshua Mccoy","doi":"10.1609/aiide.v18i1.21974","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21974","url":null,"abstract":"This work presents a heterogeneous system using ABL, CiF, and a virtual game world to demonstrate how dynamic character beats can be used to preserve believability across game world events. We describe the individual components used in our system and detail how each component contributes to the alignment of physical and mental contexts of NPC agents. Finally, we provide a brief account of the demo experience showcasing our system’s capabilities.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"13 1","pages":"279-281"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80188918","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":"A Demonstration of Possibilistic Hierarchical Task Networks for Believable Agent Behavior","authors":"Braeden Warnick","doi":"10.1609/aiide.v18i1.21976","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21976","url":null,"abstract":"Believably human non-player characters (NPCs) are inherent to immersive gameplay yet developing them remains a common challenge. When the success of many modern games relies on using bots in online services to replace real players, it’s vital for the bots to seem like they make decisions like real people. This paper explains the inspirations for, ideas behind, and base functionality of a demo made to build a foundation for future work that aims to establish a framework for developing believably human NPCs. This demo simply aims to show that possibility theory can work with hierarchical task networks (HTNs) by using custom utility functions. This reliance on utility functions also means that this work provides developers who use behavior selection systems that can use utility functions to decide between branches, a clear example of how to adopt possibilistic logic in their own work. Most importantly, since this logic is simplistic, it can be easily adopted by both hobbyists and experts.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"6 1","pages":"285-287"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83913434","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":"Effects of Player-Level Matchmaking Methods in a Live Citizen Science Game","authors":"Alexa Stoneman, J. Miller, Seth Cooper","doi":"10.1609/aiide.v18i1.21964","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21964","url":null,"abstract":"Citizen science games must balance task difficulty with player skill to ensure optimal engagement and performance. This issue has been previously addressed via player-level matchmaking, a dynamic difficulty adjustment method in which player and level ratings are used to present levels best suited for players' individual abilities. However, this work has been done in small, isolated test games and left out potential techniques that could further improve player performance. Therefore, we examined the effects of player-level matchmaking in Foldit, a live citizen science game. An experiment with 221 players demonstrated that dynamic matchmaking approaches led to significantly more levels completed, as well as a more challenging highest level completed, compared to random level ordering, but not greater than a static approach. We conclude that player-level matchmaking is worth consideration in the context of live citizen science games, potentially paired with other dynamic difficulty adjustment methods.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"62 1","pages":"199-206"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80662182","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":"Minimizing Coordination in Multi-Agent Path Finding with Dynamic Execution","authors":"Aidan Wagner, Rishi Veerapaneni, M. Likhachev","doi":"10.1609/aiide.v18i1.21948","DOIUrl":"https://doi.org/10.1609/aiide.v18i1.21948","url":null,"abstract":"Multi-agent Path Finding (MAPF) is an important problem in large games with many dynamic agents that need to follow space-time trajectories without inter-agent collisions. Modern MAPF solvers plan assuming that agents directly follow the space-time trajectories at known constant speeds without delays or speedups, resulting in rigid plans which need to be replanned if there are changes during execution. Instead we would like agents to be able to follow their computed paths with dynamic velocities while requiring minimal coordination with others to prevent collisions and deadlocks. One way to address this problem is to first produce collision free space-time paths and then compute a coordination controller that prevents collisions and deadlock during dynamic execution. This two step process prevents fully minimizing coordination as the initially planned space-time paths do not reason about coordination and can be arbitrarily bad. We introduce a novel paradigm and show how planning in space-coordination level, rather than space-time, allows us to simultaneously plan paths and a coordination controller. Our method, Space-Level Conflict-Based Search (SL-CBS), builds on the Conflict-Based Search framework and allows us to reason explicitly about coordination, producing paths as well as a coordination controller with bounded suboptimal minimal coordination. We show experimentally that this results in a 20-50% reduction in coordination compared to the closest state of the art solver.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"266 1","pages":"61-69"},"PeriodicalIF":0.0,"publicationDate":"2022-10-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76739703","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}