7 research outputs found
CHARDA: Causal Hybrid Automata Recovery via Dynamic Analysis
We propose and evaluate a new technique for learning hybrid automata
automatically by observing the runtime behavior of a dynamical system. Working
from a sequence of continuous state values and predicates about the
environment, CHARDA recovers the distinct dynamic modes, learns a model for
each mode from a given set of templates, and postulates causal guard conditions
which trigger transitions between modes. Our main contribution is the use of
information-theoretic measures (1)~as a cost function for data segmentation and
model selection to penalize over-fitting and (2)~to determine the likely causes
of each transition. CHARDA is easily extended with different classes of model
templates, fitting methods, or predicates. In our experiments on a complex
videogame character, CHARDA successfully discovers a reasonable
over-approximation of the character's true behaviors. Our results also compare
favorably against recent work in automatically learning probabilistic timed
automata in an aircraft domain: CHARDA exactly learns the modes of these
simpler automata.Comment: 7 pages, 2 figures. Accepted for IJCAI 201
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
Real game worlds: the emotional reality of fictional worlds.
There are two ways to understand play: one is to observe it, the other is to participate in it. Since 2001, game studies has promoted participation as one of the main requirements to understand play. Some play is so performative that while it can be observed, it also must be played. Game worlds, the worlds of online, multi-user games, are delicate constructs of make-believe and technology, which act as support and arenas for immersive, theatrical and/or competitive play. This is a discussion of how far virtual ethnography can take the researcher in understanding game worlds. To explore this, this article will address play, game worlds and transmediality, as well as discuss methods. I will look to Lisbeth Klastrup and Susana Tosca to discuss story worlds, as well as to discussions led by Celia Pearce, Tom Boellstorff and T. L. Taylor (among others) to discuss ethnography in games and virtual ethnographiesThere are two ways to understand play: one is to observe it, the other is to participate in it. Since 2001, game studies has promoted participation as one of the main requirements to understand play. Some play is so performative that while it can be observed, it also must be played. Game worlds, the worlds of online, multi-user games, are delicate constructs of make-believe and technology, which act as support and arenas for immersive, theatrical and/or competitive play. This is a discussion of how far virtual ethnography can take the researcher in understanding game worlds. To explore this, this article will address play, game worlds and transmediality, as well as discuss methods. I will look to Lisbeth Klastrup and Susana Tosca to discuss story worlds, as well as to discussions led by Celia Pearce, Tom Boellstorff and T. L. Taylor (among others) to discuss ethnography in games and virtual ethnographies