Skip to main content

Home/ Becker Video Game Design/ Group items tagged data mining

Rss Feed Group items tagged

Garrett Eastman

Collective Artificial Intelligence: Simulated Role-Playing from Crowdsourced Data - 0 views

  •  
    From the abstract: "Collective Artificial Intelligence (CAI) simulates human intelligence from data contributed by many humans, mined for inter-related patterns. This thesis applies CAI to social role-playing, introducing an end-to-end process for compositing recorded performances from thousands of humans, and simulating open-ended interaction from this data. The CAI process combines crowdsourcing, pattern discovery, and case-based planning. Content creation is crowdsourced by recording role-players online. Browser-based tools allow non-experts to annotate data, organizing content into a hierarchical narrative structure. Patterns discovered from data power a novel system combining plan recognition with case-based planning. The combination of this process and structure produces a new medium, which exploits a massive corpus to realize characters who interact and converse with humans. This medium enables new experiences in videogames, and new classes of training simulations, therapeutic applications, and social robots. .... As a proof of concept, a CAI system has been evaluated by recording over 10,000 performances in The Restaurant Game, automating an AI-controlled waitress who interacts in the world, and converses with a human via text or speech. Quantitative results demonstrate CAI supports significantly open-ended interaction with humans, while focus groups reveal factors for improving engagement."
Garrett Eastman

Resource Systems in Games: An Analytical Approach - 0 views

  •  
    Abstract: "We describe an approach to using standard data mining algorithms to help analyse recurring themes in game design across several games, and to help suggest novel game design ideas. This is illustrated with the analysis of 119 different resource systems across 20 games. Clustering is used to validate the assignment of resources into archetypes; frequent pattern mining is used to find commonly co-occurring resource attributes; and decision tree induction is used to visualize the relations between resource archetypes. We discuss the relation between qualitative and quantitative analysis of game design and suggest that qualitative analysis is necessary but that quantitative methods can be of invaluable help."
Garrett Eastman

ARTigo: an Art Tagging Ecosystem - 0 views

  •  
    Abstract: "ARTigo is a Game with a Purpose platform whose goal is to collect tags for artworks, which can be used for retrieval. The ARTigo gam es form a tagging ecosystem, where the games cooperate in order to gather a wide range of information. Description games create initial tags, in order to enable other games to be played and collect semantically shallow surface tags. Dissemination games sp read existing data to other artworks or languages, and do not create new information. Diversification games feed on data produced by other games and guide the players to entering more specific tags. Finally, integration games create higher - order tags with deep semantic meanings, describing emotions for example. All these different types of tags have different semantic depths, and are present in different quantities. Together, they create a pool of complementary tags accurately describing artworks, which can be processed for data mining."
Garrett Eastman

Digging deeper into platform game level design: session size and sequential features - 0 views

  •  
    Abstract: "A recent trend within computational intelligence and games research is to investigate how to affect video game players' in-game experience by designing and/or modifying aspects of game content. Analysing the relationship between game content, player behaviour and self-reported affective states constitutes an important step towards understanding game experience and constructing effective game adaptation mechanisms. This papers reports on further refinement of a method to understand this relationship by analysing data collected from players, building models that predict player experience and analysing what features of game and player data predict player affect best. We analyse data from players playing 780 pairs of short game sessions of the platform game Super Mario Bros, investigate the impact of the session size and what part of the level that has the major affect on player experience. Several types of features are explored, including item frequencies and patterns extracted through frequent sequence mining."
Garrett Eastman

Game AI Revisited - 0 views

  •  
    From the abstract: "Traditionally, the tasks associated with game AI revolved around non player character (NPC) behavior at di erent levels of control, varying from navigation and path nding 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 signi cantly 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 signi cant 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 eld and evidently put the game AI term under a new perspective. These game AI agship 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."
Garrett Eastman

U California Santa Barbara Launches Multidisciplinary Game Research Center -- Campus Te... - 0 views

  •  
    "The University of California, Santa Barbara (UCSB) has launched the Center for Digital Games Research to study digital media and games from a multidisciplinary approach. Launched with seed funding from the Robert Wood Johnson Foundation, the center brings together 30 faculty members with expertise in "human-computer interaction, virtual environments, simulations, social networks, data mining, interactive storytelling and narrative, media neuroscience and behavioral health," among others, according to a news release."
Garrett Eastman

Homeland Security hacking into gaming consoles to obtain user data | The Hacker News (T... - 0 views

  •  
    "The U.S. government has hired a California-based company to hack into video game consoles, such as Xbox 360 and PlayStation 3, to watch criminals, especially child predators, and learn how to collect evidence against them."
Garrett Eastman

Exploring the Use of Audio-Visual Feedback within 3D Virtual Environments to Provide Co... - 0 views

  •  
    "The continuous quest for ever increasing fidelity in 3D virtual worlds is running parallel to the emergence and adoption of low-cost technologies to implement such environments. In education and training, complex simulations can now be implemented on standard desktop technologies. However, such tools lack the means to represent multisensory data beyond audio-visual feedback. This paper reports on a study that involved the design, development and implementation of a 3D learning environment for underground mine evacuation. The requirements of the environment are discussed in terms of the sensory information that needs to be conveyed and techniques are described to achieve this using multiple modes of representation, appropriate levels of abstraction and synesthesia to make up for the lack of tactile and olfactory sensory cues. The study found that audio-visual cues that used such techniques were effective in communicating complex sensory information for novice miners."
1 - 8 of 8
Showing 20 items per page