Alberto Alvarez, J. Font, S. Dahlskog, J. Togelius
{"title":"Assessing the Effects of Interacting with MAP-Elites","authors":"Alberto Alvarez, J. Font, S. Dahlskog, J. Togelius","doi":"10.1609/aiide.v17i1.18899","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18899","url":null,"abstract":"MAP-Elites has been successfully applied to the generation of game content and robot behaviors. However, its behavior and performance when interacted with in co-creative systems is underexplored. This paper analyzes the implications of synthetic interaction for the stability and adaptability of MAP-Elites in such scenarios. We use pre-recorded human-made level design sessions with the Interactive Constrained MAP-Elites (IC MAP-Elites). To analyze the effect of each edition step in the search space over time using different feature dimensions, we introduce Temporal Expressive Range Analysis (TERA). With TERAs, MAP-Elites is assessed in terms of its adaptability and stability to generate diverse and high-performing individuals. Our results show that interactivity, in the form of design edits and MAP-Elites adapting towards them, directs the search process to previously unexplored areas of the fitness landscape and points towards how this could improve and enrich the co-creative process with quality-diverse individuals.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"1 1","pages":"124-131"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89163497","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":"Search-Based Exploration and Diagnosis of TOAD-GAN","authors":"Maria Edwards, Ming-Xiu Jiang, J. Togelius","doi":"10.1609/aiide.v17i1.18901","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18901","url":null,"abstract":"Generative Adversarial Networks (GANs) have been used with great success to generate images. They have also been applied to the task of Procedural Content Generation (PCG) in games, particularly for level generation, with various approaches taken to solving the problem of training data. One of those approaches, TOAD-GAN (Token-Based One-Shot Arbitrary Dimension Generative Adversarial Network) (Awiszus, Schubert, and Rosenhahn 2020), can generate levels based on a single training example and has been able to closely reproduce token patterns found in the training sample. While TOAD-GAN is an impressive achievement, questions remain about what exactly it has learned. Can the generator be made to produce levels that are substantially different from the level it has been trained on? Can it reproduce specific level segments? How different are the generated levels? We investigate these questions and others by using the CMA-ES algorithm for Latent Space Evolution. To make the search space feasible, we use a random projection in latent space. We propose the investigation undertaken here as a paradigm for studies into what machine-learned generators have actually learned, and also as a test of a new method for projecting from a smaller search space to a larger latent space.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"158 1","pages":"140-147"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79978443","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. Gutiérrez-Sánchez, M. A. Gómez-Martín, P. González-Calero, P. P. Gómez-Martín
{"title":"Reinforcement Learning Methods to Evaluate the Impact of AI Changes in Game Design","authors":"P. Gutiérrez-Sánchez, M. A. Gómez-Martín, P. González-Calero, P. P. Gómez-Martín","doi":"10.1609/aiide.v17i1.18885","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18885","url":null,"abstract":"Game development has become a long process that requires many professionals working on a project during several months or years. With this scenario the re-utilization of resources is crucial not only to alleviate the process but also to bring coherence into the final product. In this paper we focus on the reuse of NPCs and the problems it brings about. In particular it is common to have different breeds (or personalities) of NPCs that are placed on different levels on the game. The problem arises when their behaviors are fine-tuned to accommodate a specific level needs without taking into consideration that this change may alter their performance on previous already-tested levels. The paper presents the application of reinforcement learning together with behavior trees to automatically test if modifications to the AIs of a stealth game have an impact on the user experience. Our experiments reveal that this approach provides a way of diagnosing alterations in level gameplay that correspond to the effects observed by human testers.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"13 1","pages":"10-17"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82376197","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 Tailored Advice in Video Games through Play-Style Identification and Player Modelling","authors":"Branden Ingram","doi":"10.1609/aiide.v17i1.18913","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18913","url":null,"abstract":"Recent advances in fields such as reinforcement learning have enabled the development of systems that are able to achieve super-human performance on a number of domains, specifically in complex games such as Go and StarCraft. Based on these successes, it is reasonable to ask if these learned behaviours could be utilised to improve the performance of humans on the same tasks. However, the types of models used in these systems are typically not easily understandable, and can not be directly used to improve the performance of a human. My research looks to address these difficulties by developing a system that can provide advice tailored to a player's style in a video game setting. This system would be particularly useful for improving tutorial systems that quickly become redundant lacking any personalization. I have already developed an unsupervised approach to identifying different play-styles present in a video game. I look to use this knowledge to train agents which can demonstrate optimal behaviour for each style. It is hoped that this information can be utilised to generate useful advice based on the differences between the current performance of a player and the corresponding expert agent in their style.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"25 1","pages":"228-231"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89362803","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":"Optimizing Profit by Mitigating Recurrent Churn Labeling Issues: Analysis from the Game Domain","authors":"João Felipe Humenhuk, L. Kummer, E. Paraiso","doi":"10.1609/aiide.v17i1.18887","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18887","url":null,"abstract":"Churn can be interpreted as customer defection and can be considered one of the most critical challenges in the Game Analytics domain because of its impact on the game industry's profit. When predicting churn, the first step is defining what is considered churn, which can change depending on the players' behaviors and approaches. This work studied related works and revealed two recurrent issues in the labeling process: limitations on the adopted labeling approaches (1) and the static definition of churn (2). To mitigate the first issue, an individualized labeling approach was deployed. To address the second one, a novel evaluation method, based on the impact of a change in the churn definition, was proposed. This method allowed the proposition of two new labeling approaches, which were included in the analysis. By comparing the labeling approaches in two games using a profit perspective, it was identified that the new ones present statistically significant benefits compared to the traditional ones. Regarding the evaluation method, its usage can justify when the redefinition of churn and the classifier's retraining should happen to improve profit. The results are valuable for the game context, potentially extended to other contexts by delivering more reliable labels and more validated classification performance.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"12 1","pages":"26-33"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86918643","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}
J. Osborn, A. Summerville, Nathan Dailey, Soksamnang Lim
{"title":"MappyLand: Fast, Accurate Mapping for Console Games","authors":"J. Osborn, A. Summerville, Nathan Dailey, Soksamnang Lim","doi":"10.1609/aiide.v17i1.18892","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18892","url":null,"abstract":"We present MappyLand, a rewrite and enhancement of the earlier Mappy automatic game mapping system, which leverages instrumentation of a game console emulator to produce, from a sequence of game inputs, accurate annotations for action/adventure games including object detection and tracking, in-game camera movement, grid-based tile maps, and links between identified disparate spaces. The overhead of generating these annotations is on the order of one millisecond per observed frame.\u0000\u0000We also show a higher latency (but still online) algorithm for merging together previous observations of distinct game maps for the purposes of agent localization across a long period of time. Specifically, our system can determine a consistent graph of game rooms from a set of strings of game rooms, capturing behaviors like backtracking and synthesizing observations from multiple play sessions.\u0000\u0000Altogether, this fast, accurate approach to mapping yields new and useful knowledge representations and expedient ways to produce new datasets given just a game and some example play.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"29 1","pages":"66-73"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90460266","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":"Automated Personalized Exposure Therapy Based on Physiological Measures Using Experience-Driven Procedural Content Generation","authors":"Athar Mahmoudi-Nejad","doi":"10.1609/aiide.v17i1.18914","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18914","url":null,"abstract":"Our research focuses on personalized virtual reality exposure therapy (VRET) based on the Experience-Driven Procedural Content Generation (EDPCG) framework. There are existing approaches for personalized VRET; however, they are subjective and require hand-authored and predefined rules that may not generalize to all subjects. We propose a framework to personalize VRET based on predicting subjects' experiences via physiological sensors and machine learning algorithms. The framework then automatically adapts exposure parameters based on the subject's physiological response using a PCG method. We intend to conduct two human subject studies for arachnophobia and fear of public speaking.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"33 8","pages":"232-235"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72628143","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 Case Study in Learning in Metagames: Super Smash Bros. Melee","authors":"Julien Codsi, A. Vetta","doi":"10.1609/aiide.v17i1.18884","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18884","url":null,"abstract":"Imagine agents repeatedly playing a bimatrix game against opponents drawn from a population of assorted skill levels.\u0000This paper studies how agents strategize in such a metagame and the population distributions that result.\u0000Specifically, we investigate how an agent should adjust its strategy\u0000as it also learns to play the game, that is, as the agent\u0000improves its skills (from novice to expert) with repeated exposure to the game.\u0000To perform this task, we introduce a dynamic game-theoretic model of learning in metagames. We use it to explain the learning dynamics and character selection exhibited in data from the game Super Smash Bros. Melee. Indeed, the primary motivation behind this work is the application of game-theoretic methods in video game balancing.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"65 1","pages":"2-9"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75085065","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 Force Dynamic Model of Narrative Agents","authors":"Quinn Kybartas, Clark Verbrugge, Jonathan Lessard","doi":"10.1609/aiide.v17i1.18890","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18890","url":null,"abstract":"Emergent narratives are dependent on the behaviour modelling of agents in the storyworld. Typical approaches to behaviour modelling, however, overly encourage individual goals and needs, ignoring the dynamic interpersonal relations needed to create rising and falling conflicts. In this paper, we present a force dynamic agent model, in which relations and goals are modelled as forces, with the state of an agent treated as a physical object within an abstract space representing narrative tension. Building off previous work, we implement a test-bed and scenario in the Unity Game Engine. We show, through experimentation, that the dynamic force-based model causes the emergence of conflict curves mirroring traditional narrative perspectives. We conclude that an abstract physical modelling of narrative agents is able to embed several desirable properties for emergent narratives, namely, continuous conflict, dynamic interpersonal relations and temporal and strength modelling of the impact of individual actions.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"18 1","pages":"50-57"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80742605","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}
Raluca D. Gaina, James Goodman, Diego Perez-Liebana
{"title":"TAG: Terraforming Mars","authors":"Raluca D. Gaina, James Goodman, Diego Perez-Liebana","doi":"10.1609/aiide.v17i1.18902","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18902","url":null,"abstract":"Games and Artificial Intelligence (AI) have had a tight relationship for many years. A multitude of games have been used as environments in which AI players can learn to act and interact with others or the game mechanics directly; used as optimisation problems; used as generators of large amounts of data which can be analysed to learn about the game, or about the players; or used as containers of content which can be automatically generated by AI methods. Yet many of these environments have been very simple and limited in scope. We propose here a much more complex environment based on the boardgame Terraforming Mars, implemented as part of the Tabletop Games Framework: a very large and dynamic action space, hidden information, large amounts of content, resource management and high variability make this problem domain stand out in the current landscape and a very interesting problem for AI methods of multiple domains. We include results of baseline AI game-players in this game and in-depth analysis of the game itself, together with an exploration of problem complexity, challenges and opportunities.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"2516 1","pages":"148-155"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86581486","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}