{"title":"Efficient 2D Sound Propagation in Video Games","authors":"Nima Davari, Clark Verbrugge","doi":"10.1609/aiide.v17i1.18900","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18900","url":null,"abstract":"Sound is well known for improving immersion in video games. In many games sound also serves as an important game mechanism; in stealth games, for example, sounds triggered by player actions may attract enemy agents, and sounds created by enemy agents give useful information on where to target or avoid combat. Modelling sound, however, is computationally complex, and thus sound propagation is often restricted to highly localized contexts, or based on trivial propagation models such as a fixed radius that ignores the impact of obstacles. In this work, we describe an efficient approach to propagating sound in a real-time 2D game level. We use a heuristic ray-based approach, adapted to include diffraction, reflection, and transmission. Our design allows for dynamic geometries, avoids sound discontinuities, and can be tuned in various ways to trade-off accuracy for computation cost.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"64 1","pages":"132-139"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86089784","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}
K. Namiki, T. Mori, Youichiro Miyake, Shinpei Sakata, Gustavo Martins
{"title":"Advanced Real-Time Hierarchical Task Network: Long-Term Behavior in Real-Time Games","authors":"K. Namiki, T. Mori, Youichiro Miyake, Shinpei Sakata, Gustavo Martins","doi":"10.1609/aiide.v17i1.18910","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18910","url":null,"abstract":"HTN (Hierarchical Task Network) is a widespread technique in the game industry to achieve long-term behavior and smart intelligence in NPCs. However, in the more real-time games of recent years, a situation has emerged where the system is not functioning effectively. We understand the re-planning process is the fundamental problem of HTN in real-time games and propose a new method to solve this problem.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"89 1","pages":"208-212"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82382279","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":"Sabre: A Narrative Planner Supporting Intention and Deep Theory of Mind","authors":"Stephen G. Ware, Cory Siler","doi":"10.1609/aiide.v17i1.18896","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18896","url":null,"abstract":"Sabre is a narrative planner—a centralized, omniscient decision maker that solves a multi-agent storytelling problem. The planner has an author goal it must achieve, but every action taken by an agent must make sense according to that agent's individual intentions and limited, possibly wrong beliefs. This paper describes the implementation of Sabre, which supports a rich action syntax and imposes no arbitrary limit on the depth of theory of mind. We present a search procedure for generating plans that achieve the author goals while ensuring all agent actions are explained, and we report the system's performance on several narrative planning benchmark problems.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"27 1","pages":"99-106"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83747079","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 Blabrecs, an AI-Based Wordgame","authors":"M. Kreminski, Isaac Karth","doi":"10.1609/aiide.v17i1.18917","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18917","url":null,"abstract":"Blabrecs is an AI-based modification to the popular wordgame Scrabble. In Blabrecs, English dictionary words may not be played; instead, players may only play nonsense words that are approved by a classifier trained on a list of English dictionary words. Gameplay therefore revolves around inventing plausibly English-sounding nonsense words and learning how to fool the classifier. In this paper, we briefly introduce our design goals for Blabrecs; describe the process by which Blabrecs was designed; and present two distinct implementations of the game's AI judge.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"43 1","pages":"243-245"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76549723","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 Deep Neural Networks on the Perceived Creative Autonomy of a Generative Musical System","authors":"J. Smith, Jason Freeman","doi":"10.1609/aiide.v17i1.18895","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18895","url":null,"abstract":"Collaborative AI agents allow for human-computer collaboration in interactive software. In creative spaces such as musical performance, they are able to exhibit creative autonomy through independent actions and decision-making. These systems, called co-creative systems, autonomously control some aspects of the creative process while a human musician manages others. When users perceive a co-creative system to be more autonomous, they may be willing to cede more creative control to it, leading to an experience that users may find more expressive and engaging.\u0000\u0000This paper describes the design and implementation of a co-creative musical system that captures gestural motion and uses that motion to filter pre-existing audio content. The system hosts two neural network architectures, enabling comparison of their use as a collaborative musical agent. This paper also presents a preliminary study in which subjects recorded short musical performances using this software while alternating between deep and shallow models. The analysis includes a comparison of users' perceptions of the two models' creative roles and the models' impact on the subjects' sense of self-expression.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"94 1","pages":"91-98"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83568594","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}
Kristen K. Yu, Matthew J. Guzdial, Nathan R Sturtevant
{"title":"The Definition-Context-Purpose Paradigm and Other Insights from Industry Professionals About the Definition of a Quest","authors":"Kristen K. Yu, Matthew J. Guzdial, Nathan R Sturtevant","doi":"10.1609/aiide.v17i1.18897","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18897","url":null,"abstract":"Among academic communities there is no single agreed upon definition of a quest. The industry perspective on this topic is also largely unknown. Thus, the purpose of this paper is to gain an understanding of the definition of a quest from industry professionals to better inform the academic community. We interviewed fifteen game developers with experience designing or implementing quests or narratives, and process the interviews using thematic analysis to identify trends. We identified a variety of personal developer definitions. However, we also discovered several themes that may inform future academic work. We introduce the definition-context-purpose paradigm as a synthesis of these trends: elements of a quest, purpose of a quest, and context of a quest. Finally, we discuss the developer’s reaction to a recently proposed quest definition as part of a push towards a general quest definition.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"33 1","pages":"107-114"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89851323","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":"Revealing Game Dynamics via Word Embeddings of Gameplay Data","authors":"Younès Rabii, Michael Cook","doi":"10.1609/aiide.v17i1.18907","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18907","url":null,"abstract":"In this paper we show how word embeddings, a technique used most commonly for natural language processing, can be repurposed to analyse gameplay data. Using a large study of chess games and applying the popular Word2Vec algorithm, we show that the resulting vector representation can reveal both common knowledge and subtle details about the game, including relative piece values and the natural spatial flow of chess play. Our results suggest that word embeddings are a cheap and simple technique that can provide a broad overview of a game’s dynamics, helping designers and critics form new hypotheses about a game’s design, structure and flow.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"130 1","pages":"187-194"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79592865","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":"Winnow: A Domain-Specific Language for Incremental Story Sifting","authors":"M. Kreminski, Melanie Dickinson, Michael Mateas","doi":"10.1609/aiide.v17i1.18903","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18903","url":null,"abstract":"Story sifters attempt to automatically or semi-automatically extract nuggets of compelling narrative content from vast chronicles of game or simulation events. Though sifting has successfully been used to enable novel computational narrative play experiences, its utility is limited by the fundamentally retrospective nature of existing sifters, which can only recognize storyful event sequences once they have fully played out. To address this limitation, we introduce Winnow: a domain-specific language for specifying story sifting patterns that can be executed incrementally to detect potentially storyful event sequences while they are still playing out. We evaluate Winnow by applying it to several specific use cases and show that it is well-suited to the implementation of prospective as well as retrospective narrative intelligence.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"41 1","pages":"156-163"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83293702","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}
Ethan Robison, Matthew Viglione, Robert Zubek, I. Horswill
{"title":"AI Design Lessons for Social Modeling at Scale","authors":"Ethan Robison, Matthew Viglione, Robert Zubek, I. Horswill","doi":"10.1609/aiide.v17i1.18911","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18911","url":null,"abstract":"City of Gangsters is a commercial strategy game in which the player is\u0000principally challenged by navigating a complex and large-scale social network,\u0000in which every action resonates through the network and holds associated risks\u0000and rewards.\u0000\u0000Our procedurally-generated city results in a large social network with\u0000randomized and non-prescriptive configurations. Gameplay is oriented around\u0000social reciprocity and engaging in the same via an understanding of a concise\u0000set of social norms. Addressing these problems in a video game required a close\u0000unity between AI design and game design.\u0000\u0000We present four key AI design and implementation lessons learned in developing\u0000and shipping this game: the paramount need to make social actions and their\u0000consequences legible, the need for reversible actions, the need for modeled\u0000social norms to comprise a succinct set, and the need for individuals to be\u0000fungible with one another vis-a-vis social actions. We conclude with a\u0000description of the design affordances of this approach.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"38 1","pages":"213-219"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82022725","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":"Challenges in Generating Juice Effects for Automatically Designed Games","authors":"Mads Johansen, Michael Cook","doi":"10.1609/aiide.v17i1.18889","DOIUrl":"https://doi.org/10.1609/aiide.v17i1.18889","url":null,"abstract":"Automated game design research is usually most concerned with the mechanics and systems of a game, while aesthetics and effects are left to a minimum, if they are considered at all. In this project we integrate 'Squeezer', a tool for generating visual and audio effects (sometimes called 'juice') for games, with 'Puck', an automated game designer. The resulting hybrid system can design games and then generate appropriate sets of effects, making it the first automated game design system that directly engages with 'juiciness' in design. We support this work with a user study, measuring player responses to games with simple animations, effects automatically designed and arranged by Puck, and effects designed and arranged by an expert human designer. We then dissect the engineering challenges presented by integrating the two systems, and the new research questions raised by applying juice through automated game design systems.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"33 1","pages":"42-49"},"PeriodicalIF":0.0,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84606541","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}