7 research outputs found

    Predicting Player Engagement in Tom Clancy's The Division 2: A Multimodal Approach via Pixels and Gamepad Actions

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    This paper introduces a large scale multimodal corpus collected for the purpose of analysing and predicting player engagement in commercial-standard games. The corpus is solicited from 25 players of the action role-playing game Tom Clancy's The Division 2, who annotated their level of engagement using a time-continuous annotation tool. The cleaned and processed corpus presented in this paper consists of nearly 20 hours of annotated gameplay videos accompanied by logged gamepad actions. We report preliminary results on predicting long-term player engagement based on in-game footage and game controller actions using Convolutional Neural Network architectures. Results obtained suggest we can predict the player engagement with up to 72% accuracy on average (88% at best) when we fuse information from the game footage and the player's controller input. Our findings validate the hypothesis that long-term (i.e. 1 hour of play) engagement can be predicted efficiently solely from pixels and gamepad actions.Comment: 8 pages, accepted for publication and presentation at 2023 25th ACM International Conference on Multimodal Interaction (ICMI

    Knowing Your Annotator: Rapidly Testing the Reliability of Affect Annotation

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    The laborious and costly nature of affect annotation is a key detrimental factor for obtaining large scale corpora with valid and reliable affect labels. Motivated by the lack of tools that can effectively determine an annotator's reliability, this paper proposes general quality assurance (QA) tests for real-time continuous annotation tasks. Assuming that the annotation tasks rely on stimuli with audiovisual components, such as videos, we propose and evaluate two QA tests: a visual and an auditory QA test. We validate the QA tool across 20 annotators that are asked to go through the test followed by a lengthy task of annotating the engagement of gameplay videos. Our findings suggest that the proposed QA tool reveals, unsurprisingly, that trained annotators are more reliable than the best of untrained crowdworkers we could employ. Importantly, the QA tool introduced can predict effectively the reliability of an affect annotator with 80% accuracy, thereby, saving on resources, effort and cost, and maximizing the reliability of labels solicited in affective corpora. The introduced QA tool is available and accessible through the PAGAN annotation platform

    Play with emotion : affect-driven reinforcement learning

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    This paper introduces a paradigm shift by viewing the task of affect modeling as a reinforcement learning (RL) process. According to the proposed paradigm, RL agents learn a policy (i.e. affective interaction) by attempting to maximize a set of rewards (i.e. behavioral and affective patterns) via their experience with their environment (i.e. context). Our hypothesis is that RL is an effective paradigm for interweaving affect elicitation and manifestation with behavioral and affective demonstrations. Importantly, our second hypothesis—building on Damasio’s somatic marker hypothesis—is that emotion can be the facilitator of decision-making. We test our hypotheses in a racing game by training Go-Blend agents to model human demonstrations of arousal and behavior; Go-Blend is a modified version of the Go-Explore algorithm which has recently showcased supreme performance in hard exploration tasks. We first vary the arousalbased reward function and observe agents that can effectively display a palette of affect and behavioral patterns according to the specified reward. Then we use arousal-based state selection mechanisms in order to bias the strategies that Go-Blend explores. Our findings suggest that Go-Blend not only is an efficient affect modeling paradigm but, more importantly, affect-driven RL improves exploration and yields higher performing agents, validating Damasio’s hypothesis in the domain of games.peer-reviewe

    Generative personas that behave and experience like humans

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    Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large. One of the most promising methods for achieving that long-standing goal is the use of generative AI agents, namely procedural personas, that attempt to imitate particular playing behaviors which are represented as rules, rewards, or human demonstrations. All research efforts for building those generative agents, however, have focused solely on playing behavior which is arguably a narrow perspective of what a player actually does in a game. Motivated by this gap in the existing state of the art, in this paper we extend the notion of behavioral procedural personas to cater for player experience, thus examining generative agents that can both behave and experience their game as humans would. For that purpose, we employ the Go- Explore reinforcement learning paradigm for training human-like procedural personas, and we test our method on behavior and experience demonstrations of more than 100 players of a racing game. Our findings suggest that the generated agents exhibit distinctive play styles and experience responses of the human personas they were designed to imitate. Importantly, it also appears that experience, which is tied to playing behavior, can be a highly informative driver for better behavioral exploration.peer-reviewe
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