66,158 research outputs found
DScent Final Report
DScent was a joint project between five UK universities combining research theories in the disciplines of computational inference, forensic psychology and expert decision-making in the area of counter-terrorism. This document discusses the work carried out by Leeds Metropolitan University which covers the research, design and development work of an investigator support system in the area of deception using artificial intelligence. For the purposes of data generation along with system and hypothesis testing the project team devised two closed world games, the Cutting Corners Board Game and the Location Based Game. DScentTrail presents the investigator with a âscent trailâ of a suspectâs behaviour over time, allowing the investigator to present multiple challenges to a suspect from which they may prove the suspect guilty outright or receive cognitive or emotional clues of deception (Ekman 2002; Ekman & Frank 1993; Ekman & Yuille 1989; Hocking & Leathers 1980; Knapp & Comadena 1979). A scent trail is a collection of ordered, relevant behavioural information over time for a suspect. There are links into a neural network, which attempts to identify deceptive behavioural patterns of individuals. Preliminary work was carried out on a behavioural based AI module which would work separately alongside the neural network, with both identifying deception before integrating their results to update DScentTrail. Unfortunately the data that was necessary to design such a system was not provided and therefore, this section of research only reached its preliminary stages. To date research has shown that there are no specific patterns of deceptive behaviour that are consistent in all people, across all situations (Zuckerman 1981). DScentTrail is a decision support system, incorporating artificial intelligence (AI), which is intended to be used by investigators and attempts to find ways around the problem stated by Zuckerman above
Generating Levels That Teach Mechanics
The automatic generation of game tutorials is a challenging AI problem. While
it is possible to generate annotations and instructions that explain to the
player how the game is played, this paper focuses on generating a gameplay
experience that introduces the player to a game mechanic. It evolves small
levels for the Mario AI Framework that can only be beaten by an agent that
knows how to perform specific actions in the game. It uses variations of a
perfect A* agent that are limited in various ways, such as not being able to
jump high or see enemies, to test how failing to do certain actions can stop
the player from beating the level.Comment: 8 pages, 7 figures, PCG Workshop at FDG 2018, 9th International
Workshop on Procedural Content Generation (PCG2018
Dark Patterns in the Design of Games
Game designers are typically regarded as advocates for players. However, a game creatorâs interests may not align with the playersâ. We examine some of the ways in which those opposed interests can manifest in a gameâs design. In particular, we examine those elements of a gameâs design whose purpose can be argued as questionable and perhaps even unethical. Building upon earlier work in design patterns, we call these abstracted elements Dark Game Design Patterns. In this paper, we develop the concept of dark design patterns in games, present examples of such patterns, explore some of the subtleties involved in identifying them, and provide questions that can be asked to help guide in the specification and identification of future Dark Patterns. Our goal is not to criticize creators but rather to contribute to an ongoing discussion regarding the values in games and the role that designers and creators have in this process
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