Adaptive First Person Shooter Game Content Generation

251
Research in Adaptive FPS Game Content Generation STYX Team, Damas. FIT JAEGER ZGTR HASSNOV POD 2012 STYX ENGINE”

description

A presentation for fourth year project in Information Technology Engineering, Artificial Intelligence Department, Damascus, Syria. This research study take games development concept to a new level, especially the so called First Person Shooter (FPS) Games This study outline the three basic models: Level Design and Procedural Content Generation for FPS games, Preference Learning and Adaptive Content Generation. Each implemented and integrated with CUBE opensource game engine. You can find the publications conducted by this research study here: http://mohammadshakergtr.wordpress.com/publication/

Transcript of Adaptive First Person Shooter Game Content Generation

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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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

Page 208: Adaptive First Person Shooter Game Content Generation

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

Page 209: Adaptive First Person Shooter Game Content Generation

ANN Adaptation

level1 level2

Adapt

level20

Adapt Adapt

level21 levelN

Adapt

Page 210: Adaptive First Person Shooter Game Content Generation

Statistical Experiments

Page 211: Adaptive First Person Shooter Game Content Generation

Adaptation Model Performance VS Reported Player Pref.

Experiments, #1

Page 212: Adaptive First Person Shooter Game Content Generation

Experiments, #1

Adaptation Model Performance VS Reported Player Pref.

Page 213: Adaptive First Person Shooter Game Content Generation

Experiments, #2

2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance

Page 214: Adaptive First Person Shooter Game Content Generation

Experiments, #2

2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance

Page 215: Adaptive First Person Shooter Game Content Generation

Experiments, #2

2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance

Page 216: Adaptive First Person Shooter Game Content Generation

Experiments, #2

2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance

Page 217: Adaptive First Person Shooter Game Content Generation

Experiments, #2

2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance

Page 218: Adaptive First Person Shooter Game Content Generation

Timeline

Page 219: Adaptive First Person Shooter Game Content Generation

Timeline

Page 220: Adaptive First Person Shooter Game Content Generation

Timeline2011

Page 221: Adaptive First Person Shooter Game Content Generation

Ch

oo

sin

g t

he

do

ma

in,

Re

sea

rch

Se

arc

hin

g a

nd

Re

ad

ing

Timeline

9, M10

2011

L10, 11, 12

Page 222: Adaptive First Person Shooter Game Content Generation

Ch

oo

sin

g t

he

do

ma

in,

Re

sea

rch

Se

arc

hin

g a

nd

Re

ad

ing

Timeline

9, M10

2011

L10, 11, 12

Page 223: Adaptive First Person Shooter Game Content Generation

Ch

oo

sin

g t

he

do

ma

in,

Re

sea

rch

Se

arc

hin

g a

nd

Re

ad

ing

Timeline

9, M10

2011 2012

L10, 11, 12

Page 224: Adaptive First Person Shooter Game Content Generation

Pre

sen

tatio

n, P

ap

er

pu

blish

Cu

be

En

gin

e, Te

stin

g

Ad

ap

tiv

e C

on

ten

t G

en

era

tio

n M

od

el

Pre

fere

nc

e M

od

el

Sy

ste

m in

itia

l d

esi

gn

Da

ta C

olle

ctio

n,

STYX

Ev

en

t

De

sig

nin

g le

ve

ls, P

CG

Cu

be

En

gin

e, D

B

Ch

oo

sin

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he

do

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in,

Re

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Se

arc

hin

g a

nd

Re

ad

ing

Timeline

9, M10

2011 2012

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

NOW!

Page 225: Adaptive First Person Shooter Game Content Generation

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!

Page 226: Adaptive First Person Shooter Game Content Generation

Engine

Future Perspectives

Page 227: Adaptive First Person Shooter Game Content Generation

More

complicated, robust

models design

Addition emotional states

Music manipulation

More controllable features

More gameplay features

Page 228: Adaptive First Person Shooter Game Content Generation

More Players

• Deeper Statistical Understanding

• More robust models design

• Logging almost EVERYTHING, 150 ms

(Move, status, etc.)

Page 229: Adaptive First Person Shooter Game Content Generation

More Players

• Deeper Statistical Understanding

• More robust models design

• Logging almost EVERYTHING, 150 ms

(Move, status, etc.)

• Facial expression modeling

Page 230: Adaptive First Person Shooter Game Content Generation

Facial Expression

Page 231: Adaptive First Person Shooter Game Content Generation

Facial Expression

Page 232: Adaptive First Person Shooter Game Content Generation

Facial Expression

Page 233: Adaptive First Person Shooter Game Content Generation

Facial Expression

Page 234: Adaptive First Person Shooter Game Content Generation

Facial Expression

Page 235: Adaptive First Person Shooter Game Content Generation

Facial Expression

Page 236: Adaptive First Person Shooter Game Content Generation

Facial Expression

Page 237: Adaptive First Person Shooter Game Content Generation

Facial Expression

Page 238: Adaptive First Person Shooter Game Content Generation

Facial Expression

Page 239: Adaptive First Person Shooter Game Content Generation

Facial Expression

Page 240: Adaptive First Person Shooter Game Content Generation

Facial Expression

Page 241: Adaptive First Person Shooter Game Content Generation

Facial Expression

Page 242: Adaptive First Person Shooter Game Content Generation

Facial Expression

Page 243: Adaptive First Person Shooter Game Content Generation

Facial Expression

Page 244: Adaptive First Person Shooter Game Content Generation

Facial Expression

Page 245: Adaptive First Person Shooter Game Content Generation

Levels Design

Page 246: Adaptive First Person Shooter Game Content Generation

Levels Design

Sniper Position

Page 247: Adaptive First Person Shooter Game Content Generation

Levels Design

Gallery, Halo 3

Page 248: Adaptive First Person Shooter Game Content Generation

Levels Design

Strong Hold, COD MW3

Page 249: Adaptive First Person Shooter Game Content Generation

Extending

Neuro-Evolutionary

Preference Learning

through

Player Modeling

Page 250: Adaptive First Person Shooter Game Content Generation

References

• Many! (find out more in the doc.)

• Special thanks to:o Noor Shaker

o Georgios N. Yannakakis

o Julian Togelius

o Luigi Cardamone

Page 251: Adaptive First Person Shooter Game Content Generation

team’s out,

Thanks for listening…