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Garrett Eastman

Solving the Balance Problem of On-Line Role-Playing Games Using Evolutionary Algorithms - 1 views

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    Abstract: "In on-line role-playing games (RPG), each race holds some attributes and skills. Each skill contains several abilities such as physical damage, hit rate, etc. Parts of the attributes and all the abilities are a function of the character's level, which are called Ability-Increasing Functions (AIFs). A well-balanced on-line RPG is characterized by having a set of well-balanced AIFs. In this paper, we propose an evolutionary design method, including integration with an improved Probabilistic Incremental Program Evolution (PIPE) and a Cooperative Coevolutionary Algorithm (CCEA), for on-line RPGs to maintain the game balance. Moreover, we construct a simplest turn-based game model and perform a series of experiments based on it. The results indicate that the proposed method is able to obtain a set of well-balanced AIFs effi-ciently. They also show that in this case the CCEA outperforms the simple genetic algorithm, and that the capability of PIPE has been significantly improved through the improvement work."
Garrett Eastman

A Draw-and-Guess Game to Segment Images - 0 views

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    abstract: "This paper discusses a scenario in which human computation is used to segment timestamped fashion images for mining trends based on visual features of garments (e.g., color and texture) and attributes of portrayed subjects (e.g., gender and age). State-of-the-art algorithms for body part detection and feature extraction can produce low quality results when parts of the body are occluded and when dealing with complex human poses. In such cases, these algorithms could benefit from the assistance of human agents. In order to jointly leverage the potential of crowds and image analysis algorithms, a game with a purpose (GWAP) is proposed, whereby players can help segment images for which specialized algorithms have failed, so as to improve the extraction of color and texture features of garments and their association with the features of the subject wearing them."
Garrett Eastman

UT^2 Game Bot Judged More Human Than Human | Computer Science Department The University... - 0 views

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    "The UT^2 game bot, created by computer scientists Jacob Schru, Igor Karpov and Risto Miikkulainen, won the Humanlike Bot Competition at the IEEE World Congress on Computational Intelligence (WCCI 2012). "The idea of the competition is to evaluate how we can make game bots, non-player characters (NPCs) controlled by AI algorithms, appear as human as possible," explains Miikkulainen, professor of computer science in the College of Natural Sciences. "It is generally recognized that NPCs are relatively weak in most video games: their behavior is predictable and mechanical, and they often make mistakes that human players would be unlikely to make. Players often enjoy playing against other humans, because it provides a more interesting game experience. The goal of the competition is to promote more research in human-like bots, as well as evaluate how well we are currently doing in this area."
Garrett Eastman

PlayAffect: A Developer API for Creating Affective Video Games Using Physiological and ... - 0 views

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    Abstract: "Herein is proposed the creation of an Application Program- ming Interface (API) for the Unity 3 and 4 video game de- velopment engine that not only reads behavioral measures from traditional video game input devices (such as if there has been an increase in mouse movements and clicks) but also takes into account physiological measures from biomet- ric devices (such as an increase in respiratory rate). The API parses these inputs based on study results that correlated player performance and engagement with physio- logical signs across several di erent game genres. Through the use of several rudimentary machine learning algorithms, raw physiological data is transformed into data relevant to a developer, including player engagement. The results of these calculations allow a game designer to have powerful tools for detecting when players experience certain emotions, and al- low for the design of a ective games. Furthermore, the API also exposes the raw data to de- velopers wishing to propose and utilize their own learning algorithms, to allow for a rich development environment for developers of all skill levels. These development tools will enrich the game experience for the player, as well as prepare designers for the use of the next wave of non-traditional in- put hardware. This report serves to illustrate the current status of the API. A brief overview of the signi cance of galvonic skin re- sponse (GSR), heart rate (HR), and respiratory rate (RR) in detecting player performance and engagement will be fol- lowed by a discussion of the API itself and the design choices therein."
Garrett Eastman

Machine learning technology and its application to computer games for health education - 0 views

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    "Driven by an initiative of the Adult & Paediatric Diabetes Psychology Service of New Zealand, research has been performed to develop new mechanisms, in the form of computer games, to educate children and teenagers about living with diabetes. Aimed at achieving maximum education effectiveness, the ultimate goal of our research is to develop innovative machine learning algorithms that can be used in games to improve their ability to learn about the changing needs of children and to incorporate this intelligence into the game interface. We also plan to collect and report on the information collected from testing our computer games within a small group of children who have been diagnosed with type I diabetics. "
Garrett Eastman

On the Feasibility of using Use Case Maps for the Prevention of Sequence Breaking in Vi... - 0 views

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    Abstract: ""Sequence Breaking" is a type of feature interaction conflict that exists in video games where the player gains access to a portion of a game that should be inaccessible. In such instances, a game's subsuming featur e - its storylin e - is disrupted, as the predefined set of valid event sequences - event s being uninterruptable unit s of functionality that further the game's story - is not honoured, as per the game designer s' intentions. We postulate that sequence breaking often arise s through bypassing g eographic barriers, chea ting, and misunderstanding on the player's behalf. Throughout this dissertation, we pre sent an approach to preventing seque nce breaking at run - time with the help of Use Case Maps. We create a "narrative manager" and traversal algorithm to monitor the playe r's narrative progress and check the legality of attempted event calls. We verify our solution through test cases and show its feasibility through a game , concluding t hat our solution is sufficient and feasible."
Garrett Eastman

The Brigade Renderer: A Path Tracer for Real-Time Games - 0 views

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    Abstract: "We present the Brigade renderer: an efficient system that uses the path tracing algorithm to produce images for real-time games. We describe the architecture of the Brigade renderer, and provide implementation details. We describe two games that have been created using Brigade."
Garrett Eastman

Design Metaphors for Procedural Content Generation in Games - 0 views

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    Abstract :"Procedural content generation (PCG), the algorithmic creation of game content with limited or indirect user input, has much to offer to game design. In recent years, it has become a mainstay of game AI, with significant research being put towards the investigation of new PCG systems, algorithms, and techniques. But for PCG to be absorbed into the practice of game design, it must be contextualised within design-centric as opposed to AI or engineering perspectives. We therefore provide a set of design metaphors for understanding potential relationships between a designer and PCG. These metaphors are: TOOL, MATERIAL, DESIGNER, and DOMAIN EXPERT. By examining PCG through these metaphors, we gain the ability to articulate qualities, consequences, affordances, and limitations of existing PCG approaches in relation to design. These metaphors are intended both to aid designers in understanding and appropriating PCG for their own contexts, and to advance PCG research by highlighting the assumptions implicit in existing systems and discourse"
Garrett Eastman

"Game Challenge: A Factorial Analysis Approach" by Ian J. Fraser - 0 views

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    Abstract: "Video games that customize to a player's experience level and abilities have the potential to allow a broader range of players to become engaged and maintain interest as they progress in experience level. A game that uniquely customizes the player's experience could attract additional demographics to gaming, which will result in a distinct edge in marketability and potential revenue. This thesis examines a subsection of adaptive gaming systems from the perspective of identifying game factors that alter the level of difficulty. Our focus is to provide a solution useful to both research and commercial gaming communities by developing a system that simulates results offline yet can be integrated into online play. While online performance is the main goal of an adaptive system, the offline simulation provides several benefits. Offline simulation allows the elimination of insignificant factors from inclusion in the training and evolution phase of machine learning algorithms. In addition it provides commercial games with a useful tool or method for performing game balancing and level tuning. To test our approach we designed a test-bed version of the game Pac-Man. The experimental testbed alters environment variables to evaluate their effect on a set of selected response variables. Observing the results of several response variables provides the potential to represent multiple player states, though our focus is on controlling the difficulty for a player. The testbed will simulate the actions of both Pac-Man and the ghosts over a variety of different settings and strategies. The evaluation of a factor's significance and its effect size are calculated using a factorial analysis approach. This method allows the identification of factors relevant to both individual strategies, and the set of all player strategies. Finally, as a proof of concept for both the online and adaptation prospects of this method, we developed a prototype adaptive system. Utilizing the releva
Garrett Eastman

RRT-Based Game Level Analysis, Visualization, and Visual Refinement - 0 views

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    From the abstract: "In this paper we tackle automating level design. We describe a general graph-based representation for game levels and present a preliminary system that leverages this representation. Our system automatically explores existing levels of a 2D platform game using the rapidlyexploring random tree (RRT) algorithm and constructs a compact graph representation from this exploration. Our system can also modify a graph representation onthe- fly to reflect user-directed changes to the existing level structure. This work constitutes an initial step toward the larger goal of automating level design in a general way."
Garrett Eastman

Generating multi player maps through multi objective evolution - 0 views

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    Abstract: "In this project, the following research question is set forth: is it possible to create fair maps for a video game using multi objective evolution algorithms? A description of the video game used for this project, Civilization V, is provided as well as an overview of other map generation methods, and research being done in the field of procedural content generation. A definition for what is fair is made and expressed through functions, that evaluate maps for the video game Civilization V. These evaluation functions express five distinct perspectives on how fair maps are perceived. The fitness functions are designed to conflict as little as possible with each other. A method is defined as to how this theory is applied in practice to generate maps for Civilization V. The evaluation functions are applied on maps from the game's map generation method, and compared to maps that have been evolved with the method provided by this project."
Garrett Eastman

A Video Game Description Language for Model-based or Interactive Learning - 0 views

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    Abstract: "We propose a powerful new tool for conducting research on computational intelligence and games. 'PyVGDL' is a simple, high-level description language for 2D video games, and the accompanying software library permits parsing and instantly playing those games. The streamlined design of the language is based on defining locations and dynamics for simple building blocks, and the interaction effects when such objects collide, all of which are provided in a rich ontology. It can be used to quickly design games, without needing to deal with control structures, and the concise language is also accessible to generative approaches. We show how the dynamics of many classical games can be generated from a few lines of PyVGDL."
Garrett Eastman

Mobile adaptive procedural content generation - 0 views

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    From the abstract: "In this paper, we propose the integration of two PCG-based approaches (experiencedriven and context-driven PCG) to support the generation of adaptive mobile game levels. We present and discuss the implementation of our approach in an existing game, 7's Wild Ride. Gameplay semantics and player modeling are used to steer a level generator, featuring a time-dependent dynamic diculty adjustment mechanism. From our two user studies, we conclude that (i) context-driven levels are preferable over traditional ones, and (ii) the game can adapt to di erent player types, keeping its gameplay balanced and player satisfaction."
Garrett Eastman

Enhancements to Constrained Novelty Search - 0 views

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    "Two-Population Novelty Search for Generating Game Content"
Garrett Eastman

A Framework for Quantitative Analysis of User-Generated Spatial Data - 0 views

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    Abstract: "This paper proposes a new framework for automated analysis of game-play metrics for aiding game designers in nding out the critical aspects of the game caused by factors like design modi cations, change in playing style, etc. The core of the algorithm measures similarity between spatial distribution of user generated in-game events and automatically ranks them in order of importance. The feasibility of the method is demonstrated on a data set collected from a modern, multiplayer First Person Shooter, together with application examples of its use. The proposed framework can be used to accompany traditional testing tools and make the game design process more efficient."
Garrett Eastman

PCG-Based Game Design: Creating Endless Web - 0 views

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    "This paper describes the creation of the game Endless Web, a 2D platforming game in which the player's actions determine the ongoing creation of the world she is exploring. Endless Web is an example of a PCG-based game: it uses procedural content generation (PCG) as a mechanic, and its PCG system, Launchpad, greatly influenced the aesthetics of the game. All of the player's strategies for the game revolve around the use of procedural content generation. Many design challenges were encountered in the design and creation of Endless Web, for both the game and modifications that had to be made to Launchpad. These challenges arise largely from a loss of fine-grained control over the player's experience; instead of being able to carefully craft each element the player can interact with, the designer must instead craft algorithms to produce a range of content the player might experience. In this paper we provide a definition of PCG-based game design and describe the challenges faced in creating a PCG-based game. We offer our solutions, which impacted both the game and the underlying level generator, and identify issues which may be particularly important as this area matures."
Garrett Eastman

A procedural procedural level generator generator - 0 views

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    Abstract: "Procedural content generation (PCG) is concerned with automatically generating game content, such as levels, rules, textures and items. But could the content generator itself be seen as content, and thus generated automatically? This would be very useful if one wanted to avoid writing a content generator for a new game, or if one wanted to create a content generator that generates an arbitrary amount of content with a particular style or theme. In this paper, we present a procedural procedural level generator generator for Super Mario Bros. It is an interactive evolutionary algorithm that evolves agentbased level generators. The human user makes the aesthetic judgment on what generators to prefer, based on several views of the generated levels including a possibility to play them, and a simulation-based estimate of the playability of the levels. We investigate the characteristics of the generated levels, and to what extent there is similarity or dissimilarity between levels and between generators."
Garrett Eastman

Resource Systems in Games: An Analytical Approach - 0 views

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    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

AN ALGORITHMIC AND SOFTWARE ENGINEERING BASED APPROACH TO ROBUST VIDEO GAME DESIGN - 0 views

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    N-STAL game to teach game development process
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