399 research outputs found
Refining the paradigm of sketching in AI-based level design
This paper describes computational processes which
can simulate how human designers sketch and then iteratively
refine their work. The paper uses the concept of a
map sketch as an initial, low-resolution and low-fidelity
prototype of a game level, and suggests how such map
sketches can be refined computationally. Different case
studies with map sketches of different genres showcase
how refinement can be achieved via increasing the resolution
of the game level, increasing the fidelity of the
function which evaluates it, or a combination of the two.
While these case studies use genetic algorithms to automatically
generate levels at different degrees of refinement,
the general method described in this paper can be
used with most procedural generation methods, as well
as for AI-assisted design alongside a human creator.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 Auto-
GameDesign (project no: 630665).peer-reviewe
Feature selection for capturing the experience of fun
Several approaches for constructing metrics to capture
player experience have been presented previously. In
this paper, we propose a generic methodology based on
feature selection and preference machine learning for
constructing such metric models of the degree to which
a player enjoys a given game.
For that purpose, previous and new survey experiments
on computer and physical interactive games are presented.
Given effective data collection a set of numerical
features is extracted from a player’s interaction with
the game and its physiological state. Then feature selection
algorithms are employed together with a function
approximator based on artificial neural networks to
construct feature sets and function that model the players’
notion of ‘fun’ for the game under investigation.
Performance of the model is evaluated by the degree
to which the preferences predicted by the model match
those ‘fun’ (entertainment) preferences expressed by
the subjects.
The results show that effective models can be constructed
using the proposed approach. The limitations
and the use of the methodology as an effective adaptive
mechanism to entertainment augmentation are discussed.This work was supported in part by the Danish Research
Agency, Ministry of Science, Technology and Innovation
(project no: 274-05-0511).peer-reviewe
Towards a generic method of evaluating game levels
This paper addresses the problem of evaluating the quality
of game levels across different games and even genres,
which is of key importance for making procedural
content generation and assisted game design tools more
generally applicable. Three game design patterns are
identified for having high generality while being easily
quantifiable: area control, exploration and balance. Formulas
for measuring the extent to which a level includes
these concepts are proposed, and evaluation functions
are derived for levels in two different game genres: multiplayer
strategy game maps and single-player roguelike
dungeons. To illustrate the impact of these evaluation
functions, and the similarity of impact across domains,
sets of levels for each function are generated using a
constrained genetic algorithm. The proposed measures
can easily be extended to other game genres.This research was supported, in part, by the FP7 ICT project
SIREN (project no: 258453) and by the FP7 ICT project
C2Learn (project no: 318480).peer-reviewe
Multi-level evolution of shooter levels
This paper introduces a search-based generative process
for first person shooter levels. Genetic algorithms
evolve the level’s architecture and the placement of
powerups and player spawnpoints, generating levels
with one floor or two floors. The evaluation of generated
levels combines metrics collected from simulations
of artificial agents competing in the level and
theory-based heuristics targeting general level design
patterns. Both simulation-based and theory-driven evaluations
target player balance and exploration, while resulting
levels emergently exhibit several popular design
patters of shooter levels.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
Targeting horror via level and soundscape generation
Horror games form a peculiar niche within game design
paradigms, as they entertain by eliciting negative
emotions such as fear and unease to their audience during
play. This genre often follows a specific progression
of tension culminating at a metaphorical peak, which is
defined by the designer. A player’s tension is elicited
by several facets of the game, including its mechanics,
its sounds, and the placement of enemies in its
levels. This paper investigates how designers can control
and guide the automated generation of levels and
their soundscapes by authoring the intended tension of
a player traversing them.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 Auto-
GameDesign (project no: 630665).peer-reviewe
Investigating the interplay between camera viewpoints, game information, and challenge
Players perceive information about game environments through a virtual camera. While a significant discussion in the industry and in academic research circles has centered around effective camera control, it is focused mainly on occlusion free placement and smooth movement. The relationship between information communicated by the camera about game state and the selection of camera parameters has not been investigated. In this paper, we systematically investigate the effect of different camera profiles on player experience in a 3D prey/predator test-bed game. We describe a constraint-based dynamic camera system that maintains the position and orientation of the camera based on the constraints imposed by given camera profiles. The impact of different profiles on the amount of game information provided to the player and the player's game challenge preferences is investigated through a user experiment. An artificial neural network model of challenge constructed using artificial evolution reveals the nonlinear mapping between challenge and information features.peer-reviewe
A Bayesian Model for Plan Recognition in RTS Games applied to StarCraft
The task of keyhole (unobtrusive) plan recognition is central to adaptive
game AI. "Tech trees" or "build trees" are the core of real-time strategy (RTS)
game strategic (long term) planning. This paper presents a generic and simple
Bayesian model for RTS build tree prediction from noisy observations, which
parameters are learned from replays (game logs). This unsupervised machine
learning approach involves minimal work for the game developers as it leverage
players' data (com- mon in RTS). We applied it to StarCraft1 and showed that it
yields high quality and robust predictions, that can feed an adaptive AI.Comment: 7 pages; Artificial Intelligence and Interactive Digital
Entertainment Conference (AIIDE 2011), Palo Alto : \'Etats-Unis (2011
Automated Game Design Learning
While general game playing is an active field of research, the learning of
game design has tended to be either a secondary goal of such research or it has
been solely the domain of humans. We propose a field of research, Automated
Game Design Learning (AGDL), with the direct purpose of learning game designs
directly through interaction with games in the mode that most people experience
games: via play. We detail existing work that touches the edges of this field,
describe current successful projects in AGDL and the theoretical foundations
that enable them, point to promising applications enabled by AGDL, and discuss
next steps for this exciting area of study. The key moves of AGDL are to use
game programs as the ultimate source of truth about their own design, and to
make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201
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