17 research outputs found
Adapting models of visual aesthetics for personalized content creation
This paper introduces a search-based approach to
personalized content generation with respect to visual aesthetics.
The approach is based on a two-step adaptation procedure
where (1) the evaluation function that characterizes the content
is adjusted to match the visual aesthetics of users and (2) the
content itself is optimized based on the personalized evaluation
function. To test the efficacy of the approach we design fitness
functions based on universal properties of visual perception,
inspired by psychological and neurobiological research. Using
these visual properties we generate aesthetically pleasing 2D
game spaceships via neuroevolutionary constrained optimization
and evaluate the impact of the designed visual properties on the
generated spaceships. The offline generated spaceships are used
as the initial population of an interactive evolution experiment in
which players are asked to choose spaceships according to their
visual taste: the impact of the various visual properties is adjusted
based on player preferences and new content is generated online
based on the updated computational model of visual aesthetics
of the player. Results are presented which show the potential of
the approach in generating content which is based on subjective
criteria of visual aesthetics.Thanks to all the participants of the interactive evolution
experiement. The research was supported, in part, by the
FP7 ICT project SIREN (project no: 258453) and by the
Danish Research Agency, Ministry of Science, Technology
and Innovation project AGameComIn; project number: 274-
09-0083.peer-reviewe
Learning the Designer's Preferences to Drive Evolution
This paper presents the Designer Preference Model, a data-driven solution
that pursues to learn from user generated data in a Quality-Diversity
Mixed-Initiative Co-Creativity (QD MI-CC) tool, with the aims of modelling the
user's design style to better assess the tool's procedurally generated content
with respect to that user's preferences. Through this approach, we aim for
increasing the user's agency over the generated content in a way that neither
stalls the user-tool reciprocal stimuli loop nor fatigues the user with
periodical suggestion handpicking. We describe the details of this novel
solution, as well as its implementation in the MI-CC tool the Evolutionary
Dungeon Designer. We present and discuss our findings out of the initial tests
carried out, spotting the open challenges for this combined line of research
that integrates MI-CC with Procedural Content Generation through Machine
Learning.Comment: 16 pages, Accepted and to appear in proceedings of the 23rd European
Conference on the Applications of Evolutionary and bio-inspired Computation,
EvoApplications 202
Co-creating game content using an adaptive model of user taste
Mixed-initiative procedural content generation can augment
and assist human creativity by allowing the algorithm
to take care of the mechanisable parts of content creation,
such as consistency and playability checking. But it can also
enhance human creativity by suggesting new directions and
structures, which the designer can choose to adopt or not.peer-reviewe
Evaluation of a Recommender System for Assisting Novice Game Designers
Game development is a complex task involving multiple disciplines and
technologies. Developers and researchers alike have suggested that AI-driven
game design assistants may improve developer workflow. We present a recommender
system for assisting humans in game design as well as a rigorous human subjects
study to validate it. The AI-driven game design assistance system suggests game
mechanics to designers based on characteristics of the game being developed. We
believe this method can bring creative insights and increase users'
productivity. We conducted quantitative studies that showed the recommender
system increases users' levels of accuracy and computational affect, and
decreases their levels of workload.Comment: The 15th AAAI Conference on Artificial Intelligence and Interactive
Digital Entertainment (AIIDE 19
A constructive approach for the generation of underwater environments
This paper introduces Coralize, a library of generators for
marine organisms such as corals and sponges. Using constructive
algorithms, Coralize can generate stony corals via
L-system grammars, soft corals via leaf venation algorithms
and sponges via nutrient-based mesh growth. The generative
algorithms are parameterizable, allowing a user to adjust
the parameters in order to create visually appealing 3D
meshes. Such meshes can be used to automatically populate
a seabed or reef, in order to create a biologically realistic and
aesthetically pleasing underwater environment.The research was supported, in part, by the FP7 ICT
projects C2Learn (project no: 318480) and ILearnRW
(project no: 318803), and by the FP7 Marie Curie CIG
project AutoGameDesign (project no: 630665).peer-reviewe
What does touch tell us about emotions in touchscreen-based gameplay?
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2012 ACM. It is posted here by permission of ACM for your personal use. Not for redistribution.Nowadays, more and more people play games on touch-screen mobile phones. This phenomenon raises a very interesting question: does touch behaviour reflect the player’s emotional state? If possible, this would not only be a valuable evaluation indicator for game designers, but also for real-time personalization of the game experience. Psychology studies on acted touch behaviour show the existence of discriminative affective profiles. In this paper, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analysed. Based on touch-behaviour, machine learning algorithms were used to build systems for automatically discriminating between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels of arousal and two levels of valence. The results were very interesting reaching between 69% and 77% of correct discrimination between the four emotional states. Higher results (~89%) were obtained for discriminating between two levels of arousal and two levels of valence
Game AI revisited
More than a decade after the early research efforts on the
use of artificial intelligence (AI) in computer games and the
establishment of a new AI domain the term “game AI” needs
to be redefined. Traditionally, the tasks associated with
game AI revolved around non player character (NPC) behavior at different levels of control, varying from navigation
and pathfinding to decision making. Commercial-standard
games developed over the last 15 years and current game
productions, however, suggest that the traditional challenges
of game AI have been well addressed via the use of sophisticated AI approaches, not necessarily following or inspired
by advances in academic practices. The marginal penetration of traditional academic game AI methods in industrial
productions has been mainly due to the lack of constructive communication between academia and industry in the
early days of academic game AI, and the inability of academic game AI to propose methods that would significantly
advance existing development processes or provide scalable
solutions to real world problems. Recently, however, there
has been a shift of research focus as the current plethora
of AI uses in games is breaking the non-player character AI
tradition. A number of those alternative AI uses have already shown a significant potential for the design of better
games.
This paper presents four key game AI research areas that
are currently reshaping the research roadmap in the game
AI field and evidently put the game AI term under a new
perspective. These game AI flagship research areas include
the computational modeling of player experience, the procedural generation of content, the mining of player data on
massive-scale and the alternative AI research foci for enhancing NPC capabilities.peer-reviewe
Enhancements to constrained novelty search : two-population novelty search for generating game content
Novelty search is a recent algorithm geared to explore search spaces without regard to objectives; minimal criteria novelty search is a variant of this algorithm for constrained search spaces. For large search spaces with multiple constraints, however, it is hard to find a set of feasible individuals that is both large and diverse. In this paper, we present two new methods of novelty search for constrained spaces, Feasible-Infeasible Novelty Search and Feasible-Infeasible Dual Novelty Search. Both algorithms keep separate populations of feasible and infeasible individuals, inspired by the FI-2pop genetic algorithm. These algorithms are applied to the problem of creating diverse and feasible game levels, representative of a large class of important problems in procedural content generation for games. Results show that the new algorithms under certain conditions can produce larger and more diverse sets of feasible strategy game maps than existing algorithms. However, the best algorithm is contingent on the particularities of the search space and the genetic operators used. It is also shown that the proposed enhancement of offspring boosting increases performance in all cases.The research is supported, in part, by the FP7 ICT project
SIREN (project no: 258453) and by the FP7 ICT project
C2Learn (project no: 318480).peer-reviewe
Designer modeling for sentient sketchbook
This paper documents the challenges in creating a
computer-aided level design tool which incorporates computergenerated
suggestions which appeal to the human user. Several
steps are suggested in order to make the suggestions more
appropriate to a specific user’s overall style, current focus, and
end-goals. Designer style is modeled via choice-based interactive
evolution which adapts the impact of different dimensions of
quality based on the designer’s choice of certain suggestions over
others. Modeling process is carried out similarly to style, but
adapting to the current focus of the designer’s actions. Goals are
modeled by estimating the visual patterns of the designer’s final
artifact and changing the parameters of the algorithm to enforce
such patterns on generated suggestions.The research is supported, in part, by the FP7 ICT project
C2Learn (project no: 318480) and the FP7 Marie Curie CIG
project AutoGameDesign (project no: 630665).peer-reviewe
Adaptive game level creation through rank-based interactive evolution
This paper introduces Rank-based Interactive Evolution (RIE) which is an alternative to interactive evolution driven by computational models of user preferences to generate personalized content. In RIE, the computational models are adapted to the preferences of users which, in turn, are used as fitness functions for the optimization of the generated content. The preference models are built via ranking-based preference learning, while the content is generated via evolutionary search. The proposed method is evaluated on the creation of strategy game maps, and its performance is tested using artificial agents. Results suggest that RIE is both faster and more robust than standard interactive evolution and outperforms other state-of-the-art interactive evolution approaches.The research is supported, in part, by the FP7 ICT project SIREN (project no: 258453) and by the FP7 ICT project C2Learn (project no: 318480).peer-reviewe