Download - Adaptive First Person Shooter Game Content Generation

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Page 1: Adaptive First Person Shooter Game Content Generation

Research in

Adaptive FPS

Game Content

Generation

STYX Team, Damas. FIT

JAEGER ZGTR HASSNOV POD

2012

“STYX ENGINE”

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University of Damascus

Faculty of Information Technology

Department of Artificial Intelligence

2012

STYX Team

Ismaeel Abo-Abdalla

Mohammad Shaker

Hasan Serhan

Mehdi Zengi

Supervised By

Dr. Ammar Joukhadar

Eng. Noor Shaker

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Presentation timeline

• Research study

• Questions

• Demo

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Content

• Intro

• Modelingo Level Design – PCG

o Preference Learning Model

o Adaptive Content Generation Model

• Statistics

• Future Perspective

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Call of duty

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Call of Duty MW3

1.5 million people

night #1

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Call of Duty MW3

1.5 million people

night #1

6.5 million copies

sold on launch day

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Call of Duty MW3

1.5 million people

night #1

6.5 million copies

sold on launch day

$775 million

in first 5 days

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Call of Duty MW3

1.5 million people

night #1

6.5 million copies

sold on launch day

$775 million

in first 5 days

$1 billion

in 16 days

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Call of Duty MW3

1.5 million people

night #1

6.5 million copies

sold on launch day

$775 million

in first 5 days

$1 billion

in 16 days

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Call of Duty MW3

1.5 million people

night #1

6.5 million copies

sold on launch day

$775 million

in first 5 days

$1 billion

in 16 days

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Call of Duty MW3

1.5 million people

night #1

6.5 million copies

sold on launch day

$775 million

in first 5 days

$1 billion

in 16 days

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Call of Duty MW3

1.5 million people

night #1

6.5 million copies

sold on launch day

$775 million

in first 5 days

$1 billion

in 16 days

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Statistics

In 2005$29B worldwide business

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Statistics

In 2005$29B worldwide business

In 2008surpassed music industry

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Statistics

In 2005$29B worldwide business

In 2008surpassed music industry

In 2010$42B worldwide business

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A step further..

• Defining Problem

• Previous Contributions

• Approach

• Research - Adaptive FPS Game

Content Generationo PCG

o Preference Modeling

o Adaptive Modeling

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Defining Problem ?

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Previous Contributions

Rogue,

early 80s

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Previous Contributions

Resident Evil

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Previous Contributions

Resident Evil

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Previous Contributions

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Previous Contributions

Silent Hill

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Previous Contributions

Splinter

Cell

Double

Agent

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Previous Contributions

Splinter

Cell

Double

Agent

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Previous Contributions

Mario

Game

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Page 30: Adaptive First Person Shooter Game Content Generation

The Big Picture

Game Player

Player ExperienceModel

Adaptation Model

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The Big Picture

Game Player

Player ExperienceModel

Adaptation Model

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The Big Picture

Game Player

Player ExperienceModel

Adaptation Model

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The Big Picture

Game Player

Adaptation Model

Player ExperienceModel

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Approach

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Levels

Design

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Levels

Design

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Levels

Design

Preference

Learning

Model

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Levels

Design

Preference

Learning

Model

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Levels

Design

Preference

Learning

Model

Adaptive

Content

Generation

Model

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Levels

Design

Preference

Learning

Model

Adaptive

Content

Generation

Model

level1 level2

Adapt

level20

Adapt Adapt

level21 levelN

Adapt

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Levels Design PCG

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PCGProcedural Content Generation

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PCGProcedural Content Generation

Randomly Generated Content

Playable Content

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PCGProcedural Content Generation

Randomly Generated Content

Playable Content

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PCGImplementing

Levels Generation

Waypoints Creation

Items Placement

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PCGLevels Generation

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STYX TRAILER Video

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Levels Generation

All Black

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Levels Generation

All Black

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Levels Generation

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Levels Generation

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Levels Generation

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Levels Generation

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Levels Generation

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Levels Generation

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Levels Generation

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Levels Generation

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Levels Generation

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Levels Generation

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Levels Generation

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Levels Generation

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Levels Generation

Black and White

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Optimizing the algorithm

Black and white grouped

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Optimizing the algorithm

Black and white grouped

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PCGWaypoints Creation

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Waypoints Creation

Waypoints

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Waypoints Creation

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Waypoints Creation

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Waypoints Creation

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Waypoints Creation

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Waypoints Creation

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Waypoints Creation

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PCGItems Placement

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Items Placement Approach

• “SOM” like

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Items Placement

𝐼𝑛𝑓𝑙𝑢𝑒𝑛𝑐𝑒 = 𝑒−𝑑𝑖𝑠𝑡𝑎𝑛𝑐𝑒

𝑛𝑒𝑖𝑔ℎ𝑏𝑜𝑟𝑖𝑛𝑔 𝑟𝑎𝑑𝑖𝑢𝑠

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Items Placement

𝑁𝑒𝑤 𝑉𝑎𝑙𝑢𝑒 = 𝑂𝑙𝑑𝑉𝑎𝑙𝑢𝑒 + 𝐼𝑛𝑓𝑙𝑢𝑒𝑛𝑐𝑒 ∗ (𝐶1 𝑉𝑎𝑙𝑢𝑒 − 𝑂𝑙𝑑𝑉𝑎𝑙𝑢𝑒)

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Items Placement

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Items Placement

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Items Placement

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Items Placement

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Items Placement

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Items Placement

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Items Placement

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Items Placement

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Items Placement, ConstraintsConstraints

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Items Placement, ConstraintsConstraints

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FPSFeatures

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Gameplay

Features

Controllable

Features

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Controllable Features

• Enemies Count

• Difficulty

• Weapons Type Percentage

• Level Type

• Ammo Distribution Percentage

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Controllable Features

• Difficulty

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Controllable Features

• Weapons Type Percentageo Explosive

o Bullets-Based

• 𝐸𝑥𝑝𝑜𝑠𝑖𝑣𝑒 𝑊𝑒𝑎𝑝𝑜𝑛𝑠% = [0,1]

• 𝐵𝑢𝑙𝑙𝑒𝑡𝑠 𝐵𝑎𝑠𝑒𝑑 𝑊𝑒𝑎𝑝𝑜𝑛𝑠 % = 1 − 𝐸𝑥𝑝𝑙𝑜𝑠𝑖𝑣𝑒 𝑊𝑒𝑎𝑝𝑜𝑛𝑠%

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Controllable Features

• Level Type

Layered Level Ceiled Arena Lava Arena

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Layered Level

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Ceiled Arena

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Lava Arena

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Controllable Features

• Ammo Distribution Percentage

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Controllable Features

• Ammo Distribution Percentage

2/18 = 1/9

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Controllable Features

• Ammo Distribution Percentage

2/18 = 1/9

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Controllable Features

• Ammo Distribution Percentage

2/18 = 1/9

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Controllable Features

• Ammo Distribution Percentage

2/18 = 1/9

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Gameplay

Features

Controllable

Features

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Gameplay Features

Shooting

Accuracy

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Gameplay Features

Shooting

Accuracy

Shooting Count

Enemy Hits

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Gameplay Features• Percentage %

o Weapons Type Usage (Explosive)

o Weapons Type Carrying

• Timeo Bullets-Based Shootingo Explosive Shootingo Per Layero Steadyo Lifetime average

• Counto Jumpingo Jump-Pado Deathso Suicideso Killing(Score)o Hits Taken

• Collectedo Extra Bulletso Healtho Armor

… etc.

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Data Collection

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STYXEVENT

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STYX Event, Facebook

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Emotional States

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• Game pair

Data Collection - Game pair Approach

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• Game pair

Data Collection - Game pair Approach

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• Game pair

Data Collection - Game pair Approach

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• Alternative Forced Choice (4-AFS)o Reported player experience and experimental protocol

Data Collection, 4-AFS Protocol

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• Alternative Forced Choice (4-AFS)o Reported player experience and experimental protocol

• How it works?o A [B] > B [A] with E

o Equally E

o Neither E

Data Collection, 4-AFS Protocol

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Data Collection

• 4 controllable featureso 24 = 16

• Nr. of pairso 𝐶 16,2 = 120

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Data Collection

• Event at Damas. FIT, March 27 and 29

• 120+ game pair over 115 players

• Signed players rights

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Data Collection

• 115 players over two days

Males

88%

Females

12%

Gender

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Data Collection

• For each player, for each pairo Controllable features

o Gameplay features

o 150 ms logging

o Cam. recording

o Preferred game for each emotion E (using 4-AFS protocol)

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Data Collection

Hit and Fail Shots

Games

Total Shots

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Levels

Design

Preference

Learning

Model

Adaptive

Content

Generation

Model

level1 level2

Adapt

level20

Adapt Adapt

level21 levelN

Adapt

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Modeling

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Adaptive

Content

Generation

Model

Preference

Learning

Model

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Preference Learning Model

DesignCollect

Data

Model

Player’s

Emotion

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• Non-Linear function

Mapping features to

preferenced data

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• Non-Linear function

• Noisy nature of the

self-reported data

Mapping features to

preferenced data

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Preference Learning Model

Prediction of

player’s

emotion

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Preference Learning Model

Prediction of

player’s

emotion?

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• SFS o Sequential Forward Selection

• Min Nr. of features

Feature Selection

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Preference Learning Model

Controllable features

Gameplay features

Prediction of

player’s

emotion

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Preference Learning Model

Controllable features

Gameplay features

Prediction of

player’s

emotion

Game Pair (A, B) features

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SLP VS. MLP

• SLP

• MLP

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SLP VS. MLP

• SLPo Linear

• MLPo Non-linear

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SLP VS. MLP

• SLPo Linear

o Expressive

• MLPo Non-linear

o More expressive

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SLP VS. MLP

• SLPo Linear

o Expressive

o Computationally affordable

• MLPo Non-linear

o More expressive

o Computationally expensive

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SLP VS. MLP

• SLPo Linear

o Expressive

o Computationally affordable

• MLPo Non-linear

o More expressive

o Computationally expensive

o Better performance

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SLP VS. MLP

• SLPo Linear

o Expressive

o Computationally affordable

• MLPo Non-linear

o More expressive

o Computationally expensive

o Better performance

• 2-phase approach

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2-Phase Approach, Phase #1

Phase-1: Feature Selection

SLP

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2-Phase Approach, Phase #1

Phase-1: Feature Selection

SLPAccuracy

(3-fold CV)

SFS features selection

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2-Phase Approach, Phase #1

Phase-1: Feature Selection

SLPAccuracy

(3-fold CV)

SFS features selection

• Fast and effective

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2-Phase Approach, Phase #1

Phase-1: Feature Selection

SLPAccuracy

(3-fold CV)

SFS features selection

• Fast and effective

• XOR-like relations

CAN’T be detected

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Feature Selection - SLP

Features selection with SLP - Challenge

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2-Phase Approach, Phase #2

Phase-1: Feature Selection Phase-2: MLP Topology Optimization

SLPAccuracy

(3-fold CV)

SFS features selection

Selected Feature

Subset

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2-Phase Approach, Phase #2

Phase-1: Feature Selection Phase-2: MLP Topology Optimization

SLPAccuracy

(3-fold CV)

SFS features selection

MLP

Selected Feature

Subset

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2-Phase Approach, Phase #2

Phase-1: Feature Selection Phase-2: MLP Topology Optimization

SLPAccuracy

(3-fold CV)

SFS features selection

MLP

Selected Feature

Subset

MLP topology with

best accuracy

(3-fold CV)

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2-Phase Approach, Phase #2

Phase-2: MLP Topology Optimization

MLP

Selected Feature

Subset

MLP topology with

best accuracy

(3-fold CV)

• 2-2 MLP

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2-Phase Approach, Phase #2

Phase-2: MLP Topology Optimization

MLP

Selected Feature

Subset

MLP topology with

best accuracy

(3-fold CV)

• 2-2 MLP

• More time VS phase-1

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2-Phase Approach, Phase #2

Phase-2: MLP Topology Optimization

MLP

Selected Feature

Subset

MLP topology with

best accuracy

(3-fold CV)

• 2-2 MLP

• More time VS phase-1

• Higher prediction

accuracy

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Feature Selection - MLP

Features selection with 2_2 MLP - Challenge

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Preference Learning Model

• Genetic algorithms (GAs)

Player

reported

emotional

preferences

Magnitude of

corresponding

model (ANN)

output-

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3-fold Cross Validation

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o 2 hidden layers (Max.)

Optimizing ANN Topology - MLP

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o 2 hidden layers (Max.)

o Multiple experiments

Optimizing ANN Topology - MLP

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o 2 hidden layers (Max.)

o Multiple experiments

1 hidden layer, Adding two neurons at each step

2 hidden layers, Adding two neurons at each step

Optimizing ANN Topology - MLP

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o 2 hidden layers (Max.)

o Multiple experiments

1 hidden layer, Adding two neurons at each step

2 neurons - 10 neurons

2 hidden layers, Adding two neurons at each step

1st Hidden layer

2 neurons - 10 neurons

2nd Hidden layer

2 neurons - 10 neurons

Optimizing ANN Topology - MLP

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Performance VS Runs

1 hidden, 10 neurons topology performance over 50 runs - Challenge

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Optimizing Topology, Pref. Model

Performance over various ANN configurations - Challenge

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Levels

Design

Preference

Learning

Model

Adaptive

Content

Generation

Model

level1 level2

Adapt

level20

Adapt Adapt

level21 levelN

Adapt

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Adaptive

Content

Generation

Model

Preference

Learning

Model

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Adaptive Content

Generation Model

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ANN Preference Model

Controllable features

Gameplay features

Prediction ofplayer’s emotion

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ANN Adaptation, the model

Controllable features

Gameplay features

Prediction ofplayer’s emotion

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Enforcing ALL Controllable features

Gameplay features

Prediction ofplayer’s emotion

ANN Adaptation, the model

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Enforcing Controllable Features

MLP Topology

MLP

Selected Feature

Subset

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Enforcing Controllable Features

MLP Topology

MLP

Selected Feature

Subset

Remaining

controllable features

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Enforcing Controllable Features

MLP Topology

MLP

Selected Feature

Subset

MLP topology with

best accuracy

(3-fold CV)

Remaining

controllable features

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Optimizing Topology

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Optimizing Topology

MLP Topology

MLP

Selected Feature

Subset

MLP topology with

best accuracy

(3-fold CV)

Remaining

controllable features

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Optimizing Topology

MLP Topology Optimization

MLP

Selected Feature

Subset

MLP topology with

best accuracy

(3-fold CV)

Remaining

controllable features

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Enforcing gives

the designer all

the flexibilitythe parameter

space offers

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Enforcing

dropsperformance

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Optimizing Topology, Pref. Model

Performance over various ANN configurations - Frustration

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Optimizing Topology, Adapt. Model

Performance over various ANN configurations - Frustration

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Pref. Model Adapt. Model

Performance over various ANN configurations - Frustration

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The Adaptation

Process

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ANN Adaptation, Up and running

Enforced

Controllable features

Gameplay features

Prediction ofplayer’s emotion

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ANN Adaptation, Up and running

Enforced

Controllable features

Gameplay features

Prediction ofplayer’s emotion

Exhaustive

search

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Enforced

Controllable features

Gameplay features

Prediction ofplayer’s emotion

Exhaustive

search

ANN Adaptation, Up and running

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Adaptation, 3-Phase Approach

Phase-1: Initial Gameplay Phase-2: Adaptation Mode

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Adaptation, 3-Phase Approach

Phase-1: Initial Gameplay Phase-2: Adaptation Mode

Adaptation

Model

Engine

Manager

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Phase-1: Initial Gameplay Phase-2: Adaptation Mode

Random game Adaptation

Model

Engine

Manager

Extract gameplay features for specified player

Adaptation, 3-Phase Approach

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Phase-1: Initial Gameplay Phase-2: Adaptation Mode

Random game Adaptation

Model

Engine

Manager

Extract gameplay features for specified player

Adaptation, 3-Phase Approach

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Phase-1: Initial Gameplay Phase-2: Adaptation Mode

Random game Adaptation

Model

Set of controllable

features on a fixed

step

Engine

Manager

Extract best

controllable

features for next

gameExtract gameplay features for specified player

Adaptation, 3-Phase Approach

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Phase-1: Initial Gameplay Phase-2: Adaptation Mode

Random game Adaptation

Model

Set of controllable

features on a fixed

step

Engine

Manager

Extract best

controllable

features for next

gameExtract gameplay features for specified player

Adaptation, 3-Phase Approach

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Phase-3: Continues Gameplay

Engine

Manager

Adaptation, 3-Phase Approach

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Phase-3: Continues Gameplay

Engine

Manager

Generate game

with specified

controllable

features

Adaptation, 3-Phase Approach

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Phase-3: Continues Gameplay

Engine

Manager

Generate game

with specified

controllable

features

Extract gameplay features for specified player

Adaptation, 3-Phase Approach

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Phase-2: Adaptation Mode

Adaptation

Model

Set of controllable

features on a fixed

step

Extract best

controllable

features for next

game

Phase-3: Continues Gameplay

Engine

Manager

Generate game

with specified

controllable

features

Extract gameplay features for specified player

Adaptation, 3-Phase Approach

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Phase-2: Adaptation Mode

Adaptation

Model

Set of controllable

features on a fixed

step

Extract best

controllable

features for next

game

Phase-3: Continues Gameplay

Engine

Manager

Generate game

with specified

controllable

features

Extract gameplay features for specified player

Adaptation, 3-Phase Approach

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ANN Adaptation

level1 level2

Adapt

level20

Adapt Adapt

level21 levelN

Adapt

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Statistical Experiments

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Adaptation Model Performance VS Reported Player Pref.

Experiments, #1

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Experiments, #1

Adaptation Model Performance VS Reported Player Pref.

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Experiments, #2

2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance

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Experiments, #2

2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance

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Experiments, #2

2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance

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Experiments, #2

2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance

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Experiments, #2

2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance

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Timeline

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Timeline

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Timeline2011

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Ch

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Timeline

9, M10

2011

L10, 11, 12

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Ch

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Timeline

9, M10

2011

L10, 11, 12

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Ch

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Timeline

9, M10

2011 2012

L10, 11, 12

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Pre

sen

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Timeline

9, M10

2011 2012

L10, 11, 12 L1, E2 L3M2, M3 4 5 M6, 7RIGHT

NOW!

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Presentation,

Paper

publish

Cube Engine, Testing

Adaptive Content

Generation Model

Preference Model

System initial

design

Data

Collection

, STYX

Event

Designing levels,

PCG

Cube Engine,

Database

Timeline - Implementing

2012

L1, E2 L3M2, M3 4 5 M6, 7RIGHT

NOW!

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Engine

Future Perspectives

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More

complicated, robust

models design

Addition emotional states

Music manipulation

More controllable features

More gameplay features

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More Players

• Deeper Statistical Understanding

• More robust models design

• Logging almost EVERYTHING, 150 ms

(Move, status, etc.)

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More Players

• Deeper Statistical Understanding

• More robust models design

• Logging almost EVERYTHING, 150 ms

(Move, status, etc.)

• Facial expression modeling

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Facial Expression

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Facial Expression

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Facial Expression

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Facial Expression

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Facial Expression

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Facial Expression

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Facial Expression

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Facial Expression

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Facial Expression

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Facial Expression

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Facial Expression

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Facial Expression

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Facial Expression

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Facial Expression

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Facial Expression

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Levels Design

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Levels Design

Sniper Position

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Levels Design

Gallery, Halo 3

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Levels Design

Strong Hold, COD MW3

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Extending

Neuro-Evolutionary

Preference Learning

through

Player Modeling

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References

• Many! (find out more in the doc.)

• Special thanks to:o Noor Shaker

o Georgios N. Yannakakis

o Julian Togelius

o Luigi Cardamone

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team’s out,

Thanks for listening…