107 research outputs found
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
A game-based corpus for analysing the interplay between game context and player experience
Recognizing players’ affective state while playing video games has been the focus of many recent research studies. In this paper we describe the process that has been followed to build a corpus based on game events and recorded video sessions from human players while playing Super Mario Bros. We present different types of information that have been extracted from game context, player preferences and perception of the game, as well as user features, automatically extracted from video recordings. We run a number of initial experiments to analyse players’ behavior while playing video games as a case study of the possible use of the corpus.peer-reviewe
Psychophysiology in games
Psychophysiology is the study of the relationship between psychology
and its physiological manifestations. That relationship is of particular importance
for both game design and ultimately gameplaying. Players’ psychophysiology offers
a gateway towards a better understanding of playing behavior and experience.
That knowledge can, in turn, be beneficial for the player as it allows designers to
make better games for them; either explicitly by altering the game during play or
implicitly during the game design process. This chapter argues for the importance
of physiology for the investigation of player affect in games, reviews the current
state of the art in sensor technology and outlines the key phases for the application
of psychophysiology in games.The work is supported, in part, by the EU-funded FP7 ICT iLearnRWproject
(project no: 318803).peer-reviewe
Planar Disjoint-Paths Completion
We introduce Planar Disjoint Paths Completion, a completion counterpart of the Disjoint Paths problem, and study its parameterized complexity. The problem can be stated as follows: given a, not necessarily connected, plane graph G, k pairs of terminals, and a face F of G, find a minimum-size set of edges, if one exists, to be added inside F so that the embedding remains planar and the pairs become connected by k disjoint paths in the augmented network. Our results are twofold: first, we give an upper bound on the number of necessary additional edges when a solution exists. This bound is a function of k, independent of the size of G. Second, we show that the problem is fixed-parameter tractable, in particular, it can be solved in time f(k) · n2
A spatially-structured PCG method for content diversity in a Physics-based simulation game
This paper presents a spatially-structured evolutionary algorithm (EA) to procedurally generate game maps of di ferent levels of di ficulty to be solved, in Gravityvolve!, a physics-based simulation videogame that we have implemented and which is inspired by the n-
body problem, a classical problem in the fi eld of physics and mathematics. The proposal consists of a steady-state EA whose population is partitioned into three groups according to the di ficulty of the generated content (hard, medium or easy) which can be easily adapted to handle the automatic creation of content of diverse nature in other games. In addition, we present three fitness functions, based on multiple criteria (i.e:, intersections, gravitational acceleration and simulations), that were used experimentally to conduct the search process for creating a database of
maps with di ferent di ficulty in Gravityvolve!.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech
Beyond Outerplanarity
We study straight-line drawings of graphs where the vertices are placed in
convex position in the plane, i.e., convex drawings. We consider two families
of graph classes with nice convex drawings: outer -planar graphs, where each
edge is crossed by at most other edges; and, outer -quasi-planar graphs
where no edges can mutually cross. We show that the outer -planar graphs
are -degenerate, and consequently that every
outer -planar graph can be -colored, and this
bound is tight. We further show that every outer -planar graph has a
balanced separator of size . This implies that every outer -planar
graph has treewidth . For fixed , these small balanced separators
allow us to obtain a simple quasi-polynomial time algorithm to test whether a
given graph is outer -planar, i.e., none of these recognition problems are
NP-complete unless ETH fails. For the outer -quasi-planar graphs we prove
that, unlike other beyond-planar graph classes, every edge-maximal -vertex
outer -quasi planar graph has the same number of edges, namely . We also construct planar 3-trees that are not outer
-quasi-planar. Finally, we restrict outer -planar and outer
-quasi-planar drawings to \emph{closed} drawings, where the vertex sequence
on the boundary is a cycle in the graph. For each , we express closed outer
-planarity and \emph{closed outer -quasi-planarity} in extended monadic
second-order logic. Thus, closed outer -planarity is linear-time testable by
Courcelle's Theorem.Comment: Appears in the Proceedings of the 25th International Symposium on
Graph Drawing and Network Visualization (GD 2017
Predicting video game players’ fun from physiological and behavioural data : one algorithm does not fit all
Finding a physiological signature of a player’s fun is a goal yet to be achieved in the field of adaptive gaming. The research presented in this paper tackles this issue by gathering physiological, behavioural and self-report data from over 200 participants who played off-the-shelf video games from the Assassin’s Creed series within a minimally invasive laboratory environment. By leveraging machine learning techniques the prediction of the player’s fun from its physiological and behavioural markers becomes a possibility. They provide clues as to which signals are the most relevant in establishing a physiological signature of the fun factor by providing an important score based on the predictive power of each signal. Identifying those markers and their impact will prove crucial in the development of adaptive video games. Adaptive games tailor their gameplay to the affective state of a player in order to deliver the optimal gaming experience. Indeed, an adaptive video game needs a continuous reading of the fun level to be able to respond to these changing fun levels in real time. While the predictive power of the presented classifier remains limited with a gain in the F1 score of 15% against random chance, it brings insight as to which physiological features might be the most informative for further analysis and discuss means by which low accuracy classification could still improve gaming experience
On the dynamics of the glass transition on Bethe lattices
The Glauber dynamics of disordered spin models with multi-spin interactions
on sparse random graphs (Bethe lattices) is investigated. Such models undergo a
dynamical glass transition upon decreasing the temperature or increasing the
degree of constrainedness. Our analysis is based upon a detailed study of large
scale rearrangements which control the slow dynamics of the system close to the
dynamical transition. Particular attention is devoted to the neighborhood of a
zero temperature tricritical point.
Both the approach and several key results are conjectured to be valid in a
considerably more general context.Comment: 56 pages, 38 eps figure
Tune in to your emotions: a robust personalized affective music player
The emotional power of music is exploited in a personalized affective music player (AMP) that selects music for mood enhancement. A biosignal approach is used to measure listeners’ personal emotional reactions to their own music as input for affective user models. Regression and kernel density estimation are applied to model the physiological changes the music elicits. Using these models, personalized music selections based on an affective goal state can be made. The AMP was validated in real-world trials over the course of several weeks. Results show that our models can cope with noisy situations and handle large inter-individual differences in the music domain. The AMP augments music listening where its techniques enable automated affect guidance. Our approach provides valuable insights for affective computing and user modeling, for which the AMP is a suitable carrier application
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