{"title":"A Recommender System for Hero Line-Ups in MOBA Games","authors":"Lucas Hanke, L. Chaimowicz","doi":"10.1609/aiide.v13i1.12938","DOIUrl":"https://doi.org/10.1609/aiide.v13i1.12938","url":null,"abstract":"\u0000 \u0000 MOBA games are currently one the most popular online game genres. In their basic gameplay, two teams of multiple players compete against each other to destroy the enemy's base, controlling a powerful unit known as \"hero\". Each hero has different abilities, roles and strengths. Thus, choosing a good combination of heroes is fundamental for the success in the game. In this paper we propose a recommendation system for selecting heroes in a MOBA game. We develop a mechanism based on association rules that suggests the more suitable heroes for composing a team, using data collected from a large number of DOTA 2 matches. For evaluating the efficacy of the line-up, we trained a neural network capable of predicting the winner team with a 88.63% accuracy. The results of the recommendation system were very satisfactory with up to 74.9% success rate.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"3 1","pages":"43-49"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86982790","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}
C. Geib, Janith Weerasinghe, Sergey Matskevich, Pavan Kantharaju, B. Craenen, Ronald P. A. Petrick
{"title":"Building Helpful Virtual Agents Using Plan Recognition and Planning","authors":"C. Geib, Janith Weerasinghe, Sergey Matskevich, Pavan Kantharaju, B. Craenen, Ronald P. A. Petrick","doi":"10.1609/aiide.v12i1.12883","DOIUrl":"https://doi.org/10.1609/aiide.v12i1.12883","url":null,"abstract":"\u0000 \u0000 This paper presents a new model of cooperative behavior based on the interaction of plan recognition and automated planning. Based on observations of the actions of an \"initiator\" agent, a \"supporter\" agent uses plan recognition to hypothesize the plans and goals of the initiator. The supporter agent then proposes and plans for a set of subgoals it will achieve to help the initiator. The approach is demonstrated in an open-source, virtual robot platform.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"25 2","pages":"162-168"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72416088","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":"Per-Map Algorithm Selection in Real-Time Heuristic Search","authors":"V. Bulitko","doi":"10.1609/aiide.v12i1.12882","DOIUrl":"https://doi.org/10.1609/aiide.v12i1.12882","url":null,"abstract":"\u0000 \u0000 Real-time heuristic search is suitable for time-sensitive pathfinding and planning tasks when an AI-controlled non-playable character must interleave its planning and plan execution. Since its inception in the early 90s, numerous real-time heuristic search algorithms have been proposed. Many of the algorithms also have control parameters leaving a practitioner with a bewildering array of choices. Recent work treated the task of algorithm and parameter selection as a search problem in itself. Such automatically found algorithms outperformed previously known manually designed algorithms on the standard video-game pathfinding benchmarks. In this paper we follow up by selecting an algorithm and parameters automatically per map. Our sampling-based approach is efficient on the standard video-game pathfinding benchmarks. We also apply the approach to per-problem algorithm selection and while it is effective there as well, it is not practical. We offer suggestions on making it so.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"1 1","pages":"143-148"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83450508","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":"Data Driven Sokoban Puzzle Generation with Monte Carlo Tree Search","authors":"Bilal Kartal, Nick Sohre, S. Guy","doi":"10.1609/aiide.v12i1.12859","DOIUrl":"https://doi.org/10.1609/aiide.v12i1.12859","url":null,"abstract":"\u0000 \u0000 In this work, we propose a Monte Carlo Tree Search (MCTS) based approach to procedurally generate Sokoban puzzles. Our method generates puzzles through simulated game play, guaranteeing solvability in all generated puzzles. We perform a user study to infer features that are efficient to compute and are highly correlated with expected puzzle difficulty. We combine several of these features into a data-driven evaluation function for MCTS puzzle creation. The resulting algorithm is efficient and can be run in an anytime manner, capable of quickly generating a variety of challenging puzzles. We perform a second user study to validate the predictive capability of our approach, showing a high correlation between increasing puzzle scores and perceived difficulty.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"16 1","pages":"58-64"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87996227","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":"Staying Hidden: An Analysis of Hiding Strategies in a 2D Level with Occlusions","authors":"Navjot Singh, Clark Verbrugge","doi":"10.1609/aiide.v12i1.12854","DOIUrl":"https://doi.org/10.1609/aiide.v12i1.12854","url":null,"abstract":"\u0000 \u0000 The need to stay hidden from opponents is a common feature of many games. Defining algorithmic strategies for hiding, however, is difficult, and thus not usually a non-player character activity outside of very simple or scripted behaviours. In this work we explore several algorithmic approaches for ensuring a character can remain hidden with respect to another, moving agent. We compare these strategies with an upper-bound solution based on a known opponent path, giving us a mechanism for evaluating both relative efficacy and for understanding the different factors that affect success. Experimental evaluation considers multiple levels, including ones adapted from commercial games, and also examines the impact of relative movement speed and different observer movements. Our analysis shows that simple cost-effective approaches to hiding are feasible, but success strongly depends on level geometry, with a large gap remaining between heuristic and optimal performance.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"46 1","pages":"72-78"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84429988","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 Skill-Based Framework for the Generation and Presentation of Educational Videogame Content","authors":"Britton Horn","doi":"10.1609/aiide.v13i1.12917","DOIUrl":"https://doi.org/10.1609/aiide.v13i1.12917","url":null,"abstract":"\u0000 \u0000 We regularly encounter complex activities consisting of basic skills— both conscious and subconscious. Adequately performing these complex activities involves mastering the individual basic skills and having the ability to seamlessly integrate them together. Games are one such example of a complex activity that is difficult to break down into the basic skills required, but engagement in games relies on designers introducing challenges proportionate to a player's skill. Procedurally generated levels cause additional problems since it is hard to estimate level difficulty for a particular player. This proposal suggests a framework for determining the skills necessary to successfully complete a game, creating AI-based bots with those skills to reflect players with the same skills, and identifying and generating optimal orderings of levels to promote learning each skill of a game. The proposed framework will be implemented in three citizen science games—Paradox, Foldit, and Nanocrafter — and one computer science educational game called GrACE.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"75 1","pages":"292-294"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86792656","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":"Influencing User Choices in Interactive Narratives Using Indexter's Pairwise Event Salience Hypothesis","authors":"Rachelyn Farrell, Stephen G. Ware","doi":"10.1609/aiide.v13i1.12933","DOIUrl":"https://doi.org/10.1609/aiide.v13i1.12933","url":null,"abstract":"\u0000 \u0000 Indexter is a plan-based model of narrative that incorporates cognitive scientific theories about the salience — or prominence in memory — of narrative events. A pair of Indexter events can share up to five indices with one another: protagonist, time, space, causality, and intentionality. The pairwise event salience hypothesis states that a past event is more salient if it shares one or more of these indices with the most recently narrated event. In a previous study we used this model to predict users’ choices in an interactive story based on the indices of prior events. We now show that we can use the same method to influence them to make certain choices. In this study, participants read an interactive story with two possible endings. We influenced them to choose a particular ending by manipulating the salience of story events. We showed that users significantly favored the targeted ending.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"58 1","pages":"37-42"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89405303","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":"Solving for Bespoke Game Assets: Applying Style to 3D Generative Artifacts","authors":"J. Mazeika, E. Whitehead","doi":"10.1609/aiide.v13i1.12935","DOIUrl":"https://doi.org/10.1609/aiide.v13i1.12935","url":null,"abstract":"\u0000 \u0000 In this paper, we present Solus Forge, a system for designing and generating 3D Lego models from a decomposition of the model into pieces and a series of spatial constraints over those pieces. We also include a style specification, which provides a series of transformations to perform on the initial model; adding, removing or modifying various pieces. To generate the models, we use a two-stage constraint solving process in which we first solve for the layout of the final model before then solving for the specific layout of the individual Lego pieces. In this way, we provide a framework for models that incorporates a specific set of criteria but also can be modified to fit a designer's needs.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"10 1","pages":"73-79"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79765421","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":"Learning Combat in NetHack","authors":"Jonathan C. Campbell, Clark Verbrugge","doi":"10.1609/aiide.v13i1.12923","DOIUrl":"https://doi.org/10.1609/aiide.v13i1.12923","url":null,"abstract":"\u0000 \u0000 Combat in roguelikes involves careful strategy to best match a large variety of items and abilities to a given opponent, and the significant scripting effort involved can be a major barrier to automation. This paper presents a machine learning approach for a subset of combat in the game of NetHack. We describe a custom learning approach intended to deal with the large action space typical of this genre, and show that it is able to develop and apply reasonable strategies, outperforming a simpler baseline approach. These results point towards better automation of such complex game environments, facilitating automated testing and design exploration.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"46 1","pages":"16-22"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75738307","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":"Towards Expressive Automated Storytelling Systems","authors":"David R. Winer","doi":"10.1609/aiide.v13i1.12911","DOIUrl":"https://doi.org/10.1609/aiide.v13i1.12911","url":null,"abstract":"\u0000 \u0000 This work addresses the problem of generating narrative fiction by using a plan-based language to model schematic knowledge of storyworld mechanics (fabula) and communicative plans (discourse). The paper outlines an approach to extract fabula and discourse from screenplays as a way to overcoming an authorial bottleneck problem.\u0000 \u0000","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"7 1","pages":"304-307"},"PeriodicalIF":0.0,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78927094","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}