Georgios N. Yannakakis

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147ranked-venue papers
26as first author
50since 2021 · last 2026
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 85 · 15 first-author · 30 since 2021Artificial intelligence and machine learning · 57 · 9 first-author · 19 since 2021Graphics, computer vision, multimedia, augmented reality and games · 44 · 2 first-author · 19 since 2021Applied, interdisciplinary, general and emerging computing · 18 · 2 first-author · 3 since 2021
YearPublicationVenuePosition
2026 PREFAB: PREFerence-based Affective Modeling for Low-Budget Self-Annotation
abstract
Self-annotation is the gold standard for collecting affective state labels in affective computing. Existing methods typically rely on full annotation, requiring users to continuously label affective states across entire sessions. While this process yields fine-grained data, it is time-consuming, cognitively demanding, and prone to fatigue and errors. To address these issues, we present PREFAB, a low-budget retrospective self-annotation method that targets affective inflection regions rather than full annotation. Grounded in the peak-end rule and ordinal representations of emotion, PREFAB employs a preference learning model to detect relative affective changes, directing annotators to label only selected segments while interpolating the remainder of the stimulus. We further introduce a preview mechanism that provides brief contextual cues to assist annotation. We evaluate PREFAB through a technical performance study and a 25-participant user study. Results show that PREFAB outperforms baselines in modeling affective inflections while mitigating workload (and conditionally mitigating temporal burden). Importantly, PREFAB improves annotator confidence without degrading annotation quality.
JaeYoung Moon, Youjin Choi, Yucheon Park, Dávid Melhárt, Georgios N. Yannakakis, Kyung-Joong Kim 0001
CHI5
2026 CrawLLM: An LLM-Based Pipeline for Game Asset Generation
abstract
Procedural Content Generation (PCG) systems typically struggle to generate cohesive content across multiple domains. Large Language Models (LLMs) understand semantic relationships of game elements, at least when they are described in natural language. This paper investigates how LLMs and text-to-image models can generate narrative, visual, and gameplay contentcoherently. We leverage LLMs as a scaffold for an automated, theme-driven asset generation pipeline, enabling unique and scalable game experiences with no developer input besides setting up a game template. This paper introduces CrawLLM, a dungeon crawler with card combat mechanics, as a testbed for an LLM-driven game generation pipeline. A Mixtral 8x7B model generates game themes, guiding the creation of narrative content. Visual assets are produced via Stable Diffusion XL, using ControlNet and IP-Adapter modules to achieve game-ready formats. A user study conducted on snapshots of fully generated games indicates that the underlying semantic themes remain clearly discernible in many cases, although intended visual styles were less clear. This work demonstrates the potential of LLM-driven pipelines for PCG, while highlighting areas for improvement in content specificity.
Marvin Zammit, Antonios Liapis, Georgios N. Yannakakis
IEEE Trans. Games3
2025 Prompt Override: LLM Hacking as Serious Game
abstract
In this demo paper we present Prompt Override, a serious game in which players engage in prompt-based hacking challenges by manipulating the system prompt of a large language model (LLM) to solve puzzles. The game features two LLMs: one as the target of the player's hacking attempts, and another as a rogue assistant guiding the player throughout the game. As players explore a simulated file system, editing prompt snippets, Prompt Override offers a unique take on the hacking game genre-one where rigid solution paths are replaced with more open-ended, language-driven problem solving. By leveraging realworld limitations and vulnerabilities of LLMs, Prompt Override encourages players to develop a deeper understanding of prompt engineering, model behavior, and the ethical implications of interacting with intelligent systems.
Roberto Gallotta, Antonios Liapis, Georgios N. Yannakakis
CoG3
2025 The Importance of Context in Image Generation: A Case Study for Video Game Sprites
Roberto Gallotta, Antonios Liapis, Georgios N. Yannakakis
EvoMUSART3
2025 The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Games
abstract
This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks.The benchmark comes with 12 game-related problems with multiple variants on each problem.Problems vary from creating levels of different kinds to creating rule sets for simple arcade games.Each problem has its own content representation, control parameters, and evaluation metrics for quality, diversity, and controllability.This benchmark is intended as a first step towards a standardized way of comparing generative algorithms.We use the benchmark to score three baseline algorithms: a random generator, an evolution strategy, and a genetic algorithm.Results show that some problems are easier to solve than others, as well as the impact the chosen objective has on quality, diversity, and controllability of the generated artifacts.
Ahmed Khalifa 0001, Roberto Gallotta, Matthew Barthet, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis
FDG6
2025 Diverse Level Generation via Machine Learning of Quality Diversity
abstract
Can we replicate the power of evolutionary algorithms in discovering good and diverse game content via generative machine learning (ML) techniques?This question could subvert current trends in procedural content generation (PCG) and beyond.By learning the behavior of quality-diversity (QD) evolutionary algorithms through ML, we stand to overcome the computational challenges inherent in QD search and ensure that the benefits of QD search are reproduced by efficient generative models.We introduce a novel, end-to-end methodology named Machine Learning of Quality Diversity (MLQD) which is executed in two steps.First, tailored QD evolution creates large and diverse training datasets from the ground up.Second, sophisticated ML architectures such as the Transformer learn the datasets' underlying distributions, resulting in generative models that can emulate QD search via stochastic inference.We test MLQD on the use-case of generating strategy game map sketches, a task characterized by stringent constraints and a multidimensional feature space.Our findings are promising, demonstrating that the Transformer architecture can capture both the diversity and the quality traits of the training sets, successfully reproducing the behavior of a range of tested QD algorithms.This marks a significant advancement in our quest to automate the creation of high-quality, diverse game content, pushing the boundaries of what is possible in PCG and generative AI at large.
Konstantinos Sfikas, Antonios Liapis, Georgios N. Yannakakis
FDG3
2025 Privileged Contrastive Pretraining for Multimodal Affect Modelling
abstract
Affective Computing (AC) has made significant progress with the advent of deep learning, yet a persistent challenge remains: the reliable transfer of affective models from controlled laboratory settings (in-vitro) to uncontrolled real-world environments (in-vivo). To address this challenge we introduce the Privileged Contrastive Pretraining (PriCon) framework according to which models are first pretrained via supervised contrastive learning (SCL) and then act as teacher models within a Learning Using Privileged Information (LUPI) framework. PriCon both leverages privileged information during training and enhances the robustness of derived affect models via SCL. Experiments conducted on two benchmark affective corpora, RECOLA and AGAIN, demonstrate that models trained using PriCon consistently outperform LUPI and end to end models. Remarkably, in many cases, PriCon models achieve performance comparable to models trained with access to all modalities during both training and testing. The findings underscore the potential of PriCon as a paradigm towards further bridging the gap between in-vitro and in-vivo affective modelling, offering a scalable and practical solution for real-world applications.
Kosmas Pinitas, Konstantinos Makantasis, Georgios N. Yannakakis
ICMI3
2025 Affect in Spatial Navigation: A Study of Rooms
abstract
How do spaces make us feel? What is the perceived emotional impact of built form? This study proposes a framework to identify and model the effects that our perceived environment can have by taking into consideration illumination and structural form while acknowledging its temporal dimension. To study this, we recruited 100 participants via a crowd-sourcing platform in order to annotate their perceived arousal or pleasure shifts while watching videos depicting spatial navigation in first person view. Participants’ annotations were recorded as time-continuous unbounded traces, allowing us to extract ordinal labels about how their arousal or pleasure fluctuated as the camera moved between different rooms. Given the subjective nature of the task and the noisy signals from real-time annotation, a number of processing steps are applied in order to convert the data into ordinal relationships between affect metrics in different rooms. Experiments with random forests and other classifiers show that, with the right treatment and data cleanup, simple interior design features can be adequate predictors of human arousal and pleasure changes over time. The dataset is made available in order to prompt exploration of additional modalities as input and ground truth extraction.
Emmanouil Xylakis, Antonios Liapis, Georgios N. Yannakakis
IEEE Trans. Affect. Comput.3
2025 Human-Like Bots for Tactical Shooters Using Compute-Efficient Sensors
abstract
Artificial intelligence (AI) has enabled agents to master complex video games, from first-person shooters likeCounter-Striketo real-time strategy games such asStarCraft IIand racing games likeGran Turismo. While these achievements are notable, applying these AI methods in commercial video game production remains challenging due to computational constraints. In commercial scenarios, the majority of computational resources are allocated to 3D rendering, leaving limited capacity for AI methods, which often demand high computational power, particularly those relying on pixel-based sensors. Moreover, the gaming industry prioritizes creating human-like behavior in AI agents to enhance player experience, unlike academic models that focus on maximizing game performance. This paper introduces a novel methodology for training neural networks via imitation learning to play a complex, commercial-standard, VALORANT-like 2v2 tactical shooter game, requiring only modest CPU hardware during inference. Our approach leverages an innovative, pixel-free perception architecture using a small set of ray-cast sensors, which capture essential spatial information efficiently. These sensors allow AI to perform competently without the computational overhead of traditional methods. Models are trained to mimic human behavior using supervised learning on human trajectory data, resulting in realistic and engaging AI agents. Human evaluation tests confirm that our AI agents provide human-like gameplay experiences while operating efficiently under computational constraints. This offers a significant advancement in AI model development for tactical shooter games and possibly other genres.
Niels Justesen, Maria Kaselimi, Sam Snodgrass, Miruna Vozaru, Matthew Schlegel, Jonas Wingren, Gabriella A. B. Barros, Tobias Mahlmann, Shyam Sudhakaran, Wesley Kerr, Albert Wang 0005, Christoffer Holmgård, Georgios N. Yannakakis, Sebastian Risi, Julian Togelius
IEEE Trans. Games13
2025 Fun as Moderate Divergence: Evaluating Experience-Driven PCG via RL
abstract
The computational modeling of player experience is key to the generation of personalized game content. The notion offun, as one of the most peculiar and core aspects of game experience, has often been modeled and quantified for the purpose of content generation with varying success. Recently, measures of a player'sfunhave been ad-hoc designed to model moderate levels of in-game divergence in platformer games, inspired by Koster'stheory of fun. Such measures have shaped the reward functions of game content generative methods following theexperience-driven procedural content generation via reinforcement learning(EDRL) paradigm inSuper Mario BrosIn this article, we present a comprehensive user study involving over 90 participants with a dual purpose: to evaluate the ad-hocfunmetrics introduced in the literature and test the effectiveness of the EDRL framework to generate personalizedfunSuper Mario Brosexperiences in an online fashion. Our key findings suggest that moderate degrees of game level and gameplay divergence are highly consistent with the perceived notion offunof our participants, cross-verifying the ad-hoc designedfunmetrics. On the other hand, it appears that EDRL generators manage to match the preferred (i.e.,fun) game experiences of each persona, only in part and for some players. Our findings suggest that the use of multifaceted in-game data, such as events and actions, will likely enable the modeling of more nuanced gameplay behaviors. In addition, the verification of player persona modeling and the enhancement of player engagement through dynamic experience modelling are suggested as potential future directions.
Ziqi Wang 0005, Haocheng Du, Jialin Liu 0001, Georgios N. Yannakakis
IEEE Trans. Games5
2024 Closing the Affective Loop via Experience-Driven Reinforcement Learning Designers
abstract
Autonomously tailoring content to a set of pre-determined affective patterns has long been considered the holy grail of affect-aware human-computer interaction at large. The experience-driven procedural content generation framework realises this vision by searching for content that elicits a certain experience pattern to a user. In this paper, we propose a novel reinforcement learning (RL) framework for generating affect-tailored content, and we test it in the domain of racing games. Specifically, the experience-driven RL (EDRL) framework is given a target arousal trace, and it then generates a racetrack that elicits the desired affective responses for a particular type of player. EDRL leverages a reward function that assesses the affective pattern of any generated racetrack from a corpus of arousal traces. Our findings suggest that EDRL can accurately generate affect-driven racing game levels according to a designer's style and outperforms search-based methods for personalised content generation. The method is not only directly applicable to game content generation tasks but also employable broadly to any domain that uses content for affective adaptation.
Matthew Barthet, Diogo Branco, Roberto Gallotta, Ahmed Khalifa 0001, Georgios N. Yannakakis
ACII5
2024 Varying the Context to Advance Affect Modelling: A Study on Game Engagement Prediction
abstract
Affective computing faces a pressing challenge: the limited ability of affect models to generalise amidst varying contextual factors within the same task. While well recognised, this challenge persists due to the absence of suitable large-scale corpora with rich and diverse contextual information within a domain. To address this challenge, this paper introduces a GameVibe, a novel corpus explicitly tailored to confront the lack of contextual diversity. The affect corpus is sourced from 30 First Person Shooter (FPS) games, showcasing diverse game modes and designs within the same domain. The corpus comprises 2 hours of annotated gameplay videos with engagement levels annotated by a total of 20 participants in a time-continuous manner. Our preliminary analysis on this corpus sheds light on the complexity of generalising affect predictions across contextual variations in similar affective computing tasks. These initial findings serve as a catalyst for further research, inspiring deeper inquiries into this critical, yet understudied, aspect of affect modelling.
Kosmas Pinitas, Nemanja Rasajski, Matthew Barthet, Maria Kaselimi, Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis
ACII7
2024 Consistent Game Content Creation via Function Calling for Large Language Models
abstract
Tools for designing content require a medium that allows the designer to efficiently express their creativity, and a system that ensures the content being designed adheres to the domain of interest. Interacting with Large Language Models (LLMs) via natural language is extremely intuitive for a human designer, although it remains largely unexplored. However, this approach has a limitation: LLMs are prone to hallucinations and they tend to ignore parts of the user request in their responses. One workaround is to let LLM use tools such as function calling to ensure consistency of the content. We formalise this approach by proposing LLMaker, a general framework for consistent video game content generation empowered by LLMs, bridging the gap between creative vision and technical execution. We demonstrate LLMaker’s application in generating dungeon crawler level layouts, comparing it against alternative LLM-based methods for content generation over multiple tests, testing for consistency of the outputs and elapsed time per request.
Roberto Gallotta, Antonios Liapis, Georgios N. Yannakakis
CoG3
2024 LLMaker: A Game Level Design Interface Using (Only) Natural Language
abstract
In this demo paper we present LLMaker, a videogame level design tool that operates solely via natural language instructions. Unlike existing level design tools, LLMaker allows the designer to express their intent in an intuitive way, interacting with a cognitively undemanding interface, while still ensuring the generated levels adhere to specific domain and playability constraints.
Roberto Gallotta, Antonios Liapis, Georgios N. Yannakakis
CoG3
2024 CrawLLM: Theming Games with Large Language Models
abstract
Video game players increasingly seek immersive and personalised experiences that resonate with their unique interests and personalities. This study explores the novel application of large language models (LLMs) in game re-theming, a process that adapts game assets to new settings and narratives. We applied this to an original game, CrawLLM, which combines dungeon crawling and card combat mechanics. The gameplay structure guided the construction of prompts for LLMs to generate new themes, stories, characters, and locations, which then directed the generation of corresponding visual assets. This approach enabled the game’s aesthetics to emerge from its underlying narrative. We hereby demonstrate a playable version of the game with 20 pre-generated, non-curated themes. This study paves the way for future research on automated game generation, where LLMs can orchestrate diverse content creation pipelines to construct entire games from high-level prompts, while maintaining cohesive user experiences.
Marvin Zammit, Antonios Liapis, Georgios N. Yannakakis
CoG3
2024 MAP-Elites with Transverse Assessment for Multimodal Problems in Creative Domains
Marvin Zammit, Antonios Liapis, Georgios N. Yannakakis
EvoMUSART3
2024 Choose Your Weapon: Survival Strategies for Depressed AI Academics [Point of View]
abstract
As someone who does artificial intelligence (AI) research in a university, you develop a complicated relationship with the corporate AI research powerhouses, such as Google DeepMind, OpenAI, and Meta AI. Whenever you see one of these papers that train some kind of gigantic neural net model to do something you were not even sure a neural network could do, unquestionably pushing the state-of-the-art and reconfiguring your ideas of what is possible, you get conflicting emotions. On the one hand, it is very impressive. Good on you for pushing AI forward. On the other hand, how could we possibly keep up? As an AI academic, leading a laboratory with a few Ph.D. students and (if you are lucky) some postdoctoral fellows, perhaps with a few dozen graphics processing units (GPUs) in your laboratory, this kind of research is simply not possible to do.
Julian Togelius, Georgios N. Yannakakis
Proc. IEEE2
2024 From the Lab to the Wild: Affect Modeling Via Privileged Information
abstract
How can we reliably transfer affect models trained in controlled laboratory conditions (in-vitro) to uncontrolled real-world settings (in-vivo)? The information gap between in-vitro and in-vivo applications defines a core challenge of affective computing. This gap is caused by limitations related to affect sensing including intrusiveness, hardware malfunctions and availability of sensors. As a response to these limitations, we introduce the concept of privileged information for operating affect models in real-world scenarios (in the wild). Privileged information enables affect models to be trained across multiple modalities available in a lab, and ignore, without significant performance drops, those modalities that are not available when they operate in the wild. Our approach is tested in two multimodal affect databases one of which is designed for testing models of affect in the wild. By training our affect models using all modalities and then using solely raw footage frames for testing the models, we reach the performance of models that fuse all available modalities for both training and testing. The results are robust across both classification and regression affect modeling tasks which are dominant paradigms in affective computing. Our findings make a decisive step towards realizing affect interaction in the wild.
Konstantinos Makantasis, Kosmas Pinitas, Antonios Liapis, Georgios N. Yannakakis
IEEE Trans. Affect. Comput.4
2024 The Ethics of AI in Games
abstract
Video games are one of the richest and most popular forms of human-computer interaction and, hence, their role is critical for our understanding of human behaviour and affect at a large scale. As artificial intelligence (AI) tools are gradually adopted by the game industry a series of ethical concerns arise. Such concerns, however, have so far not been extensively discussed in a video game context. Motivated by the lack of a comprehensive review on the ethics of AI as applied to games, we survey the current state of the art in this area and discuss ethical considerations of these systems from the holistic perspective of theaffective loop. Through the components of this loop, we study the ethical challenges that AI faces in video game development.Elicitationhighlights the ethical boundaries of artificially induced emotions;sensingshowcases the trade-off between privacy and safe gaming spaces; anddetection, as utilised during in-gameadaptation, poses challenges to transparency and ownership. This paper calls for an open dialogue and action for the games of today and the virtual spaces of the future. By setting an appropriate framework we aim to protect users and to guide developers towards safer and better experiences for their customers.
Dávid Melhárt, Julian Togelius, Benedikte Mikkelsen, Christoffer Holmgård, Georgios N. Yannakakis
IEEE Trans. Affect. Comput.5
2023 Lode Enhancer: Level Co-creation Through Scaling
abstract
We explore AI-powered upscaling as a design assistance tool in the context of creating 2D game levels. Deep neural networks are used to upscale artificially downscaled patches of levels from the puzzle platformer game Lode Runner. The trained networks are incorporated into a web-based editor, where the user can create and edit levels at three different levels of resolution: 4x4, 8x8, and 16x16. An edit at any resolution instantly transfers to the other resolutions. As upscaling requires inventing features that might not be present at lower resolutions, we train neural networks to reproduce these features. We introduce a neural network architecture that is capable of not only learning upscaling but also giving higher priority to less frequent tiles. To investigate the potential of this tool and guide further development, we conduct a qualitative study with 3 designers to understand how they use it. Designers enjoyed co-designing with the tool, liked its underlying concept, and provided feedback for further improvement.
Debosmita Bhaumik, Julian Togelius, Georgios N. Yannakakis, Ahmed Khalifa 0001
FDG3
2023 Multiplayer Tension In the Wild: A Hearthstone Case
abstract
Games are designed to elicit strong emotions during game play, especially when players are competing against each other. Artificial Intelligence applied to predict a player’s emotions has mainly been tested on single-player experiences in low-stakes settings and short-term interactions. How do players experience and manifest affect in high-stakes competitions, and which modalities can capture this? This paper reports a first experiment in this line of research, using a competition of the video game Hearthstone where both competing players’ game play and facial expressions were recorded over the course of the entire match which could span up to 41 minutes. Using two experts’ annotations of tension using a continuous video affect annotation tool, we attempt to predict tension from the webcam footage of the players alone. Treating both the input and the tension output in a relative fashion, our best models reach 66.3% average accuracy (up to 79.2% at the best fold) in the challenging leave-one-participant out cross-validation task. This initial experiment shows a way forward for affect annotation in games “in the wild” in high-stakes, real-world competitive settings.
Paris Mavromoustakos Blom, Dávid Melhárt, Antonios Liapis, Georgios N. Yannakakis, Sander Bakkes, Pieter Spronck
FDG4
2023 Affective Game Computing: A Survey
abstract
This article surveys the current state-of-the-art in affective computing (AC) principles, methods, and tools as applied to games. We review this emerging field, namely affective game computing, through the lens of the four core phases of the affective loop: game affect elicitation, game affect sensing, game affect detection, and game affect adaptation. In addition, we provide a taxonomy of terms, methods, and approaches used across the four phases of the affective game loop and situate the field within this taxonomy. We continue with a comprehensive review of available affect data collection methods with regard to gaming interfaces, sensors, annotation protocols, and available corpora. This article concludes with a discussion on the current limitations of affective game computing and our vision for the most promising future research directions in the field.
Georgios N. Yannakakis, Dávid Melhárt
Proc. IEEE1
2023 The Pixels and Sounds of Emotion: General-Purpose Representations of Arousal in Games
abstract
What if emotion could be captured in a general and subject-agnostic fashion? Is it possible, for instance, to design general-purpose representations that detect affect solely from the pixels and audio of a human-computer interaction video? In this article we address the above questions by evaluating the capacity of deep learned representations to predict affect by relying only on audiovisual information of videos. We assume that the pixels and audio of an interactive session embed the necessary information required to detect affect. We test our hypothesis in the domain of digital games and evaluate the degree to which deep classifiers and deep preference learning algorithms can learn to predict the arousal of players based only on the video footage of their gameplay. Our results from four dissimilar games suggest that general-purpose representations can be built across games as the arousal models obtain average accuracies as high as 85 percent using the challenging leave-one-video-out cross-validation scheme. The dissimilar audiovisual characteristics of the tested games showcase the strengths and limitations of the proposed method.
Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis
IEEE Trans. Affect. Comput.3
2023 Open-Ended Evolution for Minecraft Building Generation
abstract
This article proposes a procedural content generator which evolvesMinecraftbuildings according to an open-ended and intrinsic definition of novelty. To realize this goal, we evaluate individuals’ novelty in the latent space using a 3-D autoencoder (AE), and alternate between phases of exploration and transformation. During exploration the system evolves multiple populations of CPPNs through CPPN-NEAT and constrained novelty search in the latent space (defined by the current AE). We apply a set of repair and constraint functions to ensure candidates adhere to basic structural rules during evolution. During transformation, we reshape the boundaries of the latent space to identify new interesting areas of the solution space by retraining the AE with novel content. In this study, we evaluate five different approaches for training the AE during transformation and its impact on populations’ quality and diversity during evolution. Our results show that by retraining the AE we can achieve better open-ended complexity compared to a static model, which is further improved when retraining using larger datasets of individuals with diverse complexities.
Matthew Barthet, Antonios Liapis, Georgios N. Yannakakis
IEEE Trans. Games3
2023 Dungeons & Replicants II: Automated Game Balancing Across Multiple Difficulty Dimensions via Deep Player Behavior Modeling
abstract
Video game testing has become a major investment of time, labor, and expense in the game industry. Particularly the balancing of in-game units, characters, and classes can cause long-lasting issues that persist years after a game's launch. While approaches incorporating artificial intelligence have already shown successes in reducing manual effort and enhancing game development processes, most of these draw on heuristic, generalized, or optimal behavior routines, while actual low-level decisions from individual players and their resulting playing styles are rarely considered. In this article, we applydeep player behavior modelingto turn atomic actions of 213 players from six months of single-player instances within the MMORPG Aion into generative models that capture and reproduce particular playing strategies. In a subsequent simulation, the resulting generative agents (“replicants”) were tested against common NPC opponent types of MMORPGs that iteratively increased in difficulty, respective to the primary factor that constitutes this enemy type (Melee, Ranged, Rogue, Buffer, Debuffer, Healer, Tank, or Group). As a result, imbalances between classes as well as strengths and weaknesses regarding particular combat challenges could be identified and regulated automatically.
Johannes Pfau, Antonios Liapis, Georgios N. Yannakakis, Rainer Malaka
IEEE Trans. Games3
2022 Play with Emotion: Affect-Driven Reinforcement Learning
abstract
This paper introduces a paradigm shift by viewing the task of affect modeling as a reinforcement learning (RL) process. According to the proposed paradigm, RL agents learn a policy (i.e. affective interaction) by attempting to maximize a set of rewards (i.e. behavioral and affective patterns) via their experience with their environment (i.e. context). Our hypothesis is that RL is an effective paradigm for interweaving affect elicitation and manifestation with behavioral and affective demonstrations. Importantly, our second hypothesis-building on Damasio's so-matic marker hypothesis-is that emotion can be the facilitator of decision-making. We test our hypotheses in a racing game by training Go-Blend agents to model human demonstrations of arousal and behavior; Go-Blend is a modified version of the Go-Explore algorithm which has recently showcased supreme performance in hard exploration tasks. We first vary the arousal-based reward function and observe agents that can effectively display a palette of affect and behavioral patterns according to the specified reward. Then we use arousal-based state selection mechanisms in order to bias the strategies that Go-Blend explores. Our findings suggest that Go-Blend not only is an efficient affect modeling paradigm but, more importantly, affect-driven RL improves exploration and yields higher performing agents, validating Damasio's hypothesis in the domain of games.
Matthew Barthet, Ahmed Khalifa 0001, Antonios Liapis, Georgios N. Yannakakis
ACII4
2022 Learning Task-Independent Game State Representations from Unlabeled Images
abstract
Self-supervised learning (SSL) techniques have been widely used to learn compact and informative representations from high-dimensional complex data. In many computer vision tasks, such as image classification, such methods achieve state-of-the-art results that surpass supervised learning approaches. In this paper, we investigate whether SSL methods can be leveraged for the task of learning accurate state representations of games, and if so, to what extent. For this purpose, we collect game footage frames and corresponding sequences of games’ internal state from three different 3D games: VizDoom, the CARLA racing simulator and the Google Research Football Environment. We train an image encoder with three widely used SSL algorithms using solely the raw frames, and then attempt to recover the internal state variables from the learned representations. Our results across all three games showcase significantly higher correlation between SSL representations and the game’s internal state compared to pre-trained baseline models such as ImageNet. Such findings suggest that SSL-based visual encoders can yield general—not tailored to a specific task—yet informative game representations solely from game pixel information. Such representations can, in turn, form the basis for boosting the performance of downstream learning tasks in games, including gameplaying, content generation and player modeling.
Chintan Trivedi, Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis
CoG4
2022 Generative Personas That Behave and Experience Like Humans
abstract
Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large. One of the most promising methods for achieving that long-standing goal is the use of generative AI agents, namely procedural personas, that attempt to imitate particular playing behaviors which are represented as rules, rewards, or human demonstrations. All research efforts for building those generative agents, however, have focused solely on playing behavior which is arguably a narrow perspective of what a player actually does in a game. Motivated by this gap in the existing state of the art, in this paper we extend the notion of behavioral procedural personas to cater for player experience, thus examining generative agents that can both behave and experience their game as humans would. For that purpose, we employ the Go-Explore reinforcement learning paradigm for training human-like procedural personas, and we test our method on behavior and experience demonstrations of more than 100 players of a racing game. Our findings suggest that the generated agents exhibit distinctive play styles and experience responses of the human personas they were designed to imitate. Importantly, it also appears that experience, which is tied to playing behavior, can be a highly informative driver for better behavioral exploration.
Matthew Barthet, Ahmed Khalifa 0001, Antonios Liapis, Georgios N. Yannakakis
FDG4
2022 A General-Purpose Expressive Algorithm for Room-Based Environments
abstract
This paper presents a generative architecture for general-purpose room layouts that can be treated as geometric definitions of dungeons, mansions, shooter levels and more. The motivation behind this work is to provide a design tool for virtual environments that combines aspects of controllability, expressivity and generality. Towards that end, a two-tier level representation is realized, with a graph-based design specification constraining and guiding the generated geometries, facilitated by constrained evolutionary search. Expressivity is secured through quality-diversity search which can provide the designer with a broad variety of level layouts to choose from. Finally, the generator is general-purpose as it can produce layouts based on different types of static grid structures or as free-form, curved structures through an adaptive Voronoi diagram that is evolved along with the level itself. The method is tested on a variety of design specifications and grid types, and results show that even with complex design constraints or malleable grids the algorithm can produce a broad variety of levels.
Konstantinos Sfikas, Antonios Liapis, Georgios N. Yannakakis
FDG3
2022 Game State Learning via Game Scene Augmentation
abstract
Having access to accurate game state information is of utmost importance for any artificial intelligence task including game-playing, testing, player modeling, and procedural content generation. Self-Supervised Learning (SSL) techniques have shown to be capable of inferring accurate game state information from the high-dimensional pixel input of game footage into compressed latent representations. Contrastive Learning is a popular SSL paradigm where the visual understanding of the game’s images comes from contrasting dissimilar and similar game states defined by simple image augmentation methods. In this study, we introduce a new game scene augmentation technique—named GameCLR—that takes advantage of the game-engine to define and synthesize specific, highly-controlled renderings of different game states, thereby, boosting contrastive learning performance. We test our GameCLR technique on images of the CARLA driving simulator environment and compare it against the popular SimCLR baseline SSL method. Our results suggest that GameCLR can infer the game’s state information from game footage more accurately compared to the baseline. Our proposed approach allows us to conduct game artificial intelligence research by directly utilizing screen pixels as input.
Chintan Trivedi, Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis
FDG4
2022 The Fun Facets of Mario: Multifaceted Experience-Driven PCG via Reinforcement Learning
abstract
The recently introduced EDRL framework approaches the experience-driven (ED) procedural generation of game content via a reinforcement learning (RL) perspective. EDRL has so far shown its effectiveness in generating novel platformer game levels endlessly in an online fashion. This paper extends the framework by integrating multiple facets of game creativity in the ED generation process. In particular, we employ EDRL on the creative facets of game level and gameplay design in Super Mario Bros. Inspired by Koster’s theory of fun, we formulate fun as moderate degrees of level or gameplay divergence and equip the algorithm with such reward functions. Moreover, we enable faster and more efficient game content generation through an episodic generative soft actor-critic algorithm. The resulting multifaceted EDRL is not only capable of generating fun levels efficiently, but it is also robust with respect to dissimilar playing styles and initial game level conditions.
Ziqi Wang 0005, Jialin Liu 0001, Georgios N. Yannakakis
FDG3
2022 RankNEAT: outperforming stochastic gradient search in preference learning tasks
abstract
Stochastic gradient descent (SGD) is a premium optimization method for training neural networks, especially for learning objectively defined labels such as image objects and events. When a neural network is instead faced with subjectively defined labels---such as human demonstrations or annotations---SGD may struggle to explore the deceptive and noisy loss landscapes caused by the inherent bias and subjectivity of humans. While neural networks are often trained via preference learning algorithms in an effort to eliminate such data noise, the de facto training methods rely on gradient descent. Motivated by the lack of empirical studies on the impact of evolutionary search to the training of preference learners, we introduce the RankNEAT algorithm which learns to rank through neuroevolution of augmenting topologies. We test the hypothesis that RankNEAT outperforms traditional gradient-based preference learning within the affective computing domain, in particular predicting annotated player arousal from the game footage of three dissimilar games. RankNEAT yields superior performances compared to the gradient-based preference learner (RankNet) in the majority of experiments since its architecture optimization capacity acts as an eficient feature selection mechanism, thereby, eliminating overfitting. Results suggest that RankNEAT is a viable and highly eficient evolutionary alternative to preference learning.
Kosmas Pinitas, Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis
GECCO4
2022 Seeding Diversity into AI Art
Marvin Zammit, Antonios Liapis, Georgios N. Yannakakis
ICCC3
2022 Supervised Contrastive Learning for Affect Modelling
abstract
Affect modeling is viewed, traditionally, as the process of mapping measurable affect manifestations from multiple modalities of user input to affect labels. That mapping is usually inferred through end-to-end (manifestation-to-affect) machine learning processes. What if, instead, one trains general, subject-invariant representations that consider affect information and then uses such representations to model affect? In this paper we assume that affect labels form an integral part, and not just the training signal, of an affect representation and we explore how the recent paradigm of contrastive learning can be employed to discover general high-level affect-infused representations for the purpose of modeling affect. We introduce three different supervised contrastive learning approaches for training representations that consider affect information. In this initial study we test the proposed methods for arousal prediction in the RECOLA dataset based on user information from multiple modalities. Results demonstrate the representation capacity of contrastive learning and its efficiency in boosting the accuracy of affect models. Beyond their evidenced higher performance compared to end-to-end arousal classification, the resulting representations are general-purpose and subject-agnostic, as training is guided though general affect information available in any multimodal corpus.
Kosmas Pinitas, Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis
ICMI4
2022 The Arousal Video Game AnnotatIoN (AGAIN) Dataset
abstract
How can we model affect in a general fashion, across dissimilar tasks, and to which degree are such general representations of affect even possible? To address such questions and enable research towardsgeneralaffective computing, this paper introduces The Arousal video Game AnnotatIoN (AGAIN) dataset. AGAIN is a large-scale affective corpus that features over 1,100 in-game videos (with corresponding gameplay data) from nine different games, which are annotated for arousal from 124 participants in a first-person continuous fashion. Even though AGAIN is created for the purpose of investigating the generality of affective computing across dissimilar tasks, affect modelling can be studied within each of its 9 specific interactive games. To the best of our knowledge AGAIN is the largest—over 37 hours of annotated video and game logs—and most diverse publicly available affective dataset based on games as interactive affect elicitors.
Dávid Melhárt, Antonios Liapis, Georgios N. Yannakakis
IEEE Trans. Affect. Comput.3
2022 Play With One's Feelings: A Study on Emotion Awareness for Player Experience
abstract
Affective interaction between players of video games can elicit rich and varying patterns of emotions. In multiplayer activities that take place in a common space (such as sports and board games), players are generally aware of the emotions of their teammates or opponents as they can directly observe their behavioral patterns, facial expressions, head pose, body stance, and so on. Players of online video games, however, are not generally aware of the other players’ emotions given the limited channels of direct interaction among them (e.g., via emojis or chat boxes). It also turns out that the impact of real-time emotion-awareness on play is still unexplored in the space of online digital games. Motivated by this lack of empirical knowledge on the role of the affect of others to one’s gameplay performance, in this article, we investigate the degrees to which the expression of manifested emotions of an opponent can affect the emotions of the player and consequently his gameplay behavior. In this initial study, we test our hypothesis on a two-player adversarial car racing game. We perform a comprehensive user study to evaluate the emotions, behaviors, and attitudes of players in emotion aware versus emotion agnostic game versions. Our findings suggest that expressing the emotional state of the opponent through an emoji in real-time affects the emotional state and behavior of players that can consequently affect their playing experience.
Yoones A. Sekhavat, Samad Roohi, Hesam Sakian Mohamadi, Georgios N. Yannakakis
IEEE Trans. Games4
2022 Editorial Leveling Up!
abstract
Presents the introductory editorial for this issue of the publication.
Georgios N. Yannakakis
IEEE Trans. Games1
2021 Privileged Information for Modeling Affect In The Wild
abstract
A key challenge of affective computing research is discovering ways to reliably transfer affect models that are built in the laboratory to real world settings, namely in the wild. The existing gap between in vitro and in vivo affect applications is mainly caused by limitations related to affect sensing including intrusiveness, hardware malfunctions, availability of sensors, but also privacy and security. As a response to these limitations in this paper we are inspired by recent advances in machine learning and introduce the concept of privileged information for operating affect models in the wild. The presence of privileged information enables affect models to be trained across multiple modalities available in a lab setting and ignore modalities that are not available in the wild with no significant drop in their modeling performance. The proposed privileged information framework is tested in a game arousal corpus that contains physiological signals in the form of heart rate and electrodermal activity, game telemetry, and pixels of footage from two dissimilar games that are annotated with arousal traces. By training our arousal models using all modalities (in vitro) and using solely pixels for testing the models (in vivo), we reach levels of accuracy obtained from models that fuse all modalities both for training and testing. The findings of this paper make a decisive step towards realizing affect interaction in the wild.
Konstantinos Makantasis, Dávid Melhárt, Antonios Liapis, Georgios N. Yannakakis
ACII4
2021 Trace It Like You Believe It: Time-Continuous Believability Prediction
abstract
Assessing the believability of agents, characters and simulated actors is a core challenge for human computer interaction. While numerous approaches are suggested in the literature, they are all limited to discrete and low-granularity representations of believable behavior. In this paper we view believability, for the first time, as a time-continuous phenomenon and we explore the suitability of two different affect annotation schemes for its assessment. In particular, we study the degree to which we can predict character believability in a continuous fashion through a two-player game study. The game features various opponent behaviors that are assessed for their believability by 89 participants that played the game and then annotated their recorded playthrough. Random forest models are then trained to predict believability based on ad-hoc designed in-game features. Results suggest that a discrete annotation method leads to a more robust assessment of the ground truth and subsequently better modelling performance. Our best models are able to predict a change in perceived believability with a 72.5% accuracy on average (up to 90% in the best cases) in a time-continuous manner.
Cristiana Pacheco, Dávid Melhárt, Antonios Liapis, Georgios N. Yannakakis, Diego Perez Liebana
ACII4
2021 Architectural Form and Affect: A Spatiotemporal Study of Arousal
abstract
How does the form of our surroundings impact the ways we feel? This paper extends the body of research on the effects that space and light have on emotion by focusing on critical features of architectural form and illumination colors and their spatiotemporal impact on arousal. For that purpose, we solicited a corpus of spatial transitions in video form, lasting over 60 minutes, annotated by three participants in terms of arousal in a time-continuous and unbounded fashion. We process the annotation traces of that corpus in a relative fashion, focusing on the direction of arousal changes (increasing or decreasing) as affected by changes between consecutive rooms. Results show that properties of the form such as curved or complex spaces align highly with increased arousal. The analysis presented in this paper sheds some initial light in the relationship between arousal and core spatiotemporal features of form that is of particular importance for the affect-driven design of architectural spaces.
Emmanouil Xylakis, Antonios Liapis, Georgios N. Yannakakis
ACII3
2021 Learn to Machine Learn: Designing a Game Based Approach for Teaching Machine Learning to Primary and Secondary Education Students
abstract
With the ubiquitous role of Artificial Intelligence (AI) in everyday applications such as smartphones and social media, children need digital literacy skills to navigate the digital world, critically view, and reflect on the social and ethical implications of the design and architecture of AI systems. To address this increasing need for AI literacy skills, particularly for younger students, this paper presents the rationale of the LearnML project which aims to develop a framework and game-based educational material for promoting AI literacy among primary and secondary education students. We also describe the design and initial assessment of the game “ArtBot”, developed as part of the LearnML project. We review existing literature, discuss the educational game design and development of “ArtBot” and describe the initial feedback of students and teachers. Our goal is to provide insights and suggest guidelines for the implementation of game-based learning environments for supporting AI literacy skills of students.
Iro Voulgari, Marvin Zammit, Elias Stouraitis, Antonios Liapis, Georgios N. Yannakakis
IDC5
2021 Towards General Models of Player Experience: A Study Within Genres
abstract
To which degree can abstract gameplay metrics capture the player experience in a general fashion within a game genre? In this comprehensive study we address this question across three different videogame genres: racing, shooter, and platformer games. Using high-level gameplay features that feed preference learning models we are able to predict arousal accurately across different games of the same genre in a large-scale dataset of over 1, 000 arousal-annotated play sessions. Our genre models predict changes in arousal with up to 74% accuracy on average across all genres and 86% in the best cases. We also examine the feature importance during the modelling process and find that time-related features largely contribute to the performance of both game and genre models. The prominence of these game-agnostic features show the importance of the temporal dynamics of the play experience in modelling, but also highlight some of the challenges for the future of general affect modelling in games and beyond.
Dávid Melhárt, Antonios Liapis, Georgios N. Yannakakis
CoG3
2021 Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study
abstract
We introduce a procedural content generation (PCG) framework at the intersections of experience-driven PCG and PCG via reinforcement learning, named ED(PCG)RL, EDRL in short. EDRL is able to teach RL designers to generate endless playable levels in an online manner while respecting particular experiences for the player as designed in the form of reward functions. The framework is tested initially in the Super Mario Bros game. In particular, the RL designers of Super Mario Bros generate and concatenate level segments while considering the diversity among the segments. The correctness of the generation is ensured by a neural net-assisted evolutionary level repairer and the playability of the whole level is determined through AI-based testing. Our agents in this EDRL implementation learn to maximise a quantification of Koster's principle of fun by moderating the degree of diversity across level segments. Moreover, we test their ability to design fun levels that are diverse over time and playable. Our proposed framework is capable of generating endless, playable Super Mario Bros levels with varying degrees of fun, deviation from earlier segments, and playability. EDRL can be generalised to any game that is built as a segment-based sequential process and features a built-in compressed representation of its game content.
Tianye Shu, Jialin Liu 0001, Georgios N. Yannakakis
CoG3
2021 Contrastive Learning of Generalized Game Representations
abstract
Representing games through their pixels offers a promising approach for building general-purpose and versatile game models. While games are not merely images, neural network models trained on game pixels often capture differences of the visual style of the image rather than the content of the game. As a result, such models cannot generalize well even within similar games of the same genre. In this paper we build on recent advances in contrastive learning and showcase its benefits for representation learning in games. Learning to contrast images of games not only classifies games in a more efficient manner; it also yields models that separate games in a more meaningful fashion by ignoring the visual style and focusing, instead, on their content. Our results in a large dataset of sports video games containing lOOk images across 175 games and 10 game genres suggest that contrastive learning is better suited for learning generalized game representations compared to conventional supervised learning. The findings of this study bring us closer to universal visual encoders for games that can be reused across previously unseen games without requiring retraining or fine-tuning,
Chintan Trivedi, Antonios Liapis, Georgios N. Yannakakis
CoG3
2021 Keiki: Towards Realistic Danmaku Generation via Sequential GANs
abstract
The time-series GAN and periodic spatial GAN show different yet competitive performance in terms of the evaluation metrics adopted, their deviation from human-designed danmakus, and the diversity of generated danmakus. The preliminary experimental studies presented here showcase that potential of time-series GANs for sequential content generation in games.
Ziqi Wang 0005, Jialin Liu 0001, Georgios N. Yannakakis
CoG3
2021 Monte Carlo elites: quality-diversity selection as a multi-armed bandit problem
abstract
A core challenge of evolutionary search is the need to balance between exploration of the search space and exploitation of highly fit regions. Quality-diversity search has explicitly walked this tightrope between a population's diversity and its quality. This paper extends a popular quality-diversity search algorithm, MAP-Elites, by treating the selection of parents as a multi-armed bandit problem. Using variations of the upper-confidence bound to select parents from under-explored but potentially rewarding areas of the search space can accelerate the discovery of new regions as well as improve its archive's total quality. The paper tests an indirect measure of quality for parent selection: the survival rate of a parent's offspring. Results show that maintaining a balance between exploration and exploitation leads to the most diverse and high-quality set of solutions in three different testbeds.
Konstantinos Sfikas, Antonios Liapis, Georgios N. Yannakakis
GECCO3
2021 Deep learning for procedural content generation
Jialin Liu 0001, Sam Snodgrass, Ahmed Khalifa 0001, Sebastian Risi, Georgios N. Yannakakis, Julian Togelius
Neural Comput. Appl.5
2021 For Honor, for Toxicity: Detecting Toxic Behavior through Gameplay
abstract
Is it possible to detect toxicity in games just by observing in-game behavior? If so, what are the behavioral factors that will help machine learning to discover the unknown relationship between gameplay and toxic behavior? In this initial study, we examine whether it is possible to predict toxicity in the MOBA gameFor Honor by observing in-game behavior for players that have been labeled as toxic (i.e. players that have been sanctioned by Ubisoft community managers). We test our hypothesis of detecting toxicity through gameplay with a dataset of almost 1,800 sanctioned players, and comparing these sanctioned players with unsanctioned players. Sanctioned players are defined by their toxic action type (offensive behavior vs. unfair advantage) and degree of severity (warned vs. banned). Our findings, based on supervised learning with random forests, suggest that it is not only possible to behaviorally distinguish sanctioned from unsanctioned players based on selected features of gameplay; it is also possible to predict both the sanction severity (warned vs. banned) and the sanction type (offensive behavior vs. unfair advantage). In particular, all random forest models predict toxicity, its severity, and type, with an accuracy of at least 82%, on average, on unseen players. This research shows that observing in-game behavior can support the work of community managers in moderating and possibly containing the burden of toxic behavior.
Alessandro Canossa, Dmitry Salimov, Ahmad Azadvar, Casper Harteveld, Georgios N. Yannakakis
Proc. ACM Hum. Comput. Interact.5
2021 The Ordinal Nature of Emotions: An Emerging Approach
abstract
Computational representation of everyday emotional states is a challenging task and, arguably, one of the most fundamental for affective computing. Standard practice in emotion annotation is to ask people to assign a value of intensity or a class value to each emotional behavior they observe. Psychological theories and evidence from multiple disciplines including neuroscience, economics and artificial intelligence, however, suggest that the task of assigning reference-based values to subjective notions is better aligned with the underlying representations. This paper draws together the theoretical reasons to favor ordinal labels for representing and annotating emotion, reviewing the literature across several disciplines. We go on to discuss good and bad practices of treating ordinal and other forms of annotation data and make the case for preference learning methods as the appropriate approach for treating ordinal labels. We finally discuss the advantages of ordinal annotation with respect to both reliability and validity through a number of case studies in affective computing, and address common objections to the use of ordinal data. More broadly, the thesis that emotions are by nature ordinal is supported by both theoretical arguments and evidence, and opens new horizons for the way emotions are viewed, represented and analyzed computationally.
Georgios N. Yannakakis, Roddy Cowie, Carlos Busso
IEEE Trans. Affect. Comput.1
2021 A Multifaceted Surrogate Model for Search-Based Procedural Content Generation
abstract
This paper proposes a framework for the procedural generation of level and ruleset components of games via a surrogate model that assesses their quality and complementarity. The surrogate model combines level and ruleset elements as input and gameplay outcomes as output, thus constructing a mapping between three different facets of games. Using this model as a surrogate for expensive gameplay simulations, a search-based generator can adapt content toward a target gameplay outcome. Using a shooter game as the target domain, this paper explores how parameters of the players' character classes can be mapped to both the level's representation and the gameplay outcomes of balance and match duration. The surrogate model is built on a deep learning architecture, trained on a large corpus of randomly generated sets of levels, classes, and simulations from game playing agents. Results show that a search-based generative approach can adapt character classes, levels, or both toward designer-specified targets. The model can thus act as a design assistant or be integrated in a mixed-initiative tool. Most importantly, the combination of three game facets into the model allows it to identify the synergies between levels, rules, and gameplay and orchestrate the generation of the former two toward desired outcomes.
Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis
IEEE Trans. Games3
2020 Dungeons & Replicants: Automated Game Balancing via Deep Player Behavior Modeling
abstract
Balancing the options available to players in a way that ensures rich variety and viability is a vital factor for the success of any video game, and particularly competitive multiplayer games. Traditionally, this balancing act requires extensive periods of expert analysis, play testing and debates. While automated gameplay is able to predict outcomes of parameter changes, current approaches mainly rely on heuristic or optimal strategies to generate agent behavior. In this paper, we demonstrate the use of deep player behavior models to represent a player population (n = 213) of the massively multiplayer online role-playing game Aion, which are used, in turn, to generate individual agent behaviors. Results demonstrate significant balance differences in opposing enemy encounters and show how these can be regulated. Moreover, the analytic methods proposed are applied to identify the balance relationships between classes when fighting against each other, reflecting the original developers' design.
Johannes Pfau, Antonios Liapis, Georg Volkmar, Georgios N. Yannakakis, Rainer Malaka
CoG4
2020 Moment-to-moment Engagement Prediction through the Eyes of the Observer: PUBG Streaming on Twitch
abstract
Is it possible to predict moment-to-moment gameplay engagement based solely on game telemetry? Can we reveal engaging moments of gameplay by observing the way the viewers of the game behave? To address these questions in this paper, we reframe the way gameplay engagement is defined and we view it, instead, through the eyes of a game’s live audience. We build prediction models for viewers’ engagement based on data collected from the popular battle royale game PlayerUnknown’s Battlegrounds as obtained from the Twitch streaming service. In particular, we collect viewers’ chat logs and in-game telemetry data from several hundred matches of five popular streamers (containing over 100,000 game events) and machine learn the mapping between gameplay and viewer chat frequency during play, using small neural network architectures. Our key findings showcase that engagement models trained solely on 40 gameplay features can reach accuracies of up to 80% on average and 84% at best. Our models are scalable and generalisable as they perform equally well within- and across-streamers, as well as across streamer play styles.
Dávid Melhárt, Daniele Gravina, Georgios N. Yannakakis
FDG3
2020 Djehuty: A Mixed-Initiative Handwriting Game for Preschoolers
abstract
Learning to read and write is a fundamental right and a necessary skill for the personal, cultural, and economic development of people and their societies. However, children of developing countries, such as sub-Saharan areas, are currently at a greater risk of illiteracy. The current penetration of mobile technologies and the internet in sub-Saharan rural areas, however, offers a unique opportunity for tackling the challenge of literacy at a large scale. Motivated by the current shortage of preschool teachers for training handwriting in a personalised manner, this paper discusses the design of Djehuty, an educational gamified environment for preschoolers. Djehuty is equipped with an artificial intelligence module which generates a style of handwriting and suggests handwriting paths to the child in a mixed-initiative manner. The paper presents the key elements of the game prototype.
Jean Michel A. Sarr, Georgios N. Yannakakis, Antonios Liapis, Alassane Bah, Christophe Cambier
FDG2
2019 PyPLT: Python Preference Learning Toolbox
abstract
There is growing evidence suggesting that subjective values such as emotions are intrinsically relative and that an ordinal approach is beneficial to their annotation and analysis. Ordinal data processing yields more reliable, valid and general predictive models, and preference learning algorithms have shown a strong advantage in deriving computational models from such data. To enable the extensive use of ordinal data processing and preference learning, this paper introduces the Python Preference Learning Toolbox. The toolbox is open source, features popular preference learning algorithms and methods, and is designed to be accessible to a wide audience of researchers and practitioners. The toolbox is evaluated with regards to both the accuracy of its predictive models across two affective datasets and its usability via a user study. Our key findings suggest that the implemented algorithms yield accurate models of affect while its graphical user interface is suitable for both novice and experienced users.
Elizabeth Camilleri, Georgios N. Yannakakis, Dávid Melhárt, Antonios Liapis
ACII2
2019 From Pixels to Affect: A Study on Games and Player Experience
abstract
Is it possible to predict the affect of a user just by observing her behavioral interaction through a video? How can we, for instance, predict a user's arousal in games by merely looking at the screen during play? In this paper we address these questions by employing three dissimilar deep convolutional neural network architectures in our attempt to learn the underlying mapping between video streams of gameplay and the player's arousal. We test the algorithms in an annotated dataset of 50 gameplay videos of a survival shooter game and evaluate the deep learned models' capacity to classify high vs low arousal levels. Our key findings with the demanding leave-one-video-out validation method reveal accuracies of over 78 % on average and 98% at best. While this study focuses on games and player experience as a test domain, the findings and methodology are directly relevant to any affective computing area, introducing a general and user-agnostic approach for modeling affect.
Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis
ACII3
2019 PAGAN: Video Affect Annotation Made Easy
abstract
How could we gather affect annotations in a rapid, unobtrusive, and accessible fashion? How could we still make sure that these annotations are reliable enough for data-hungry affect modelling methods? This paper addresses these questions by introducing PAGAN, an accessible, general-purpose, online platform for crowdsourcing affect labels in videos. The design of PAGAN overcomes the accessibility limitations of existing annotation tools, which often require advanced technical skills or even the on-site involvement of the researcher. Such limitations often yield affective corpora that are restricted in size, scope and use, as the applicability of modern data-demanding machine learning methods is rather limited. The description of PAGAN is accompanied by an exploratory study which compares the reliability of three continuous annotation tools currently supported by the platform. Our key results reveal higher inter-rater agreement when annotation traces are processed in a relative manner and collected via unbounded labelling.
Dávid Melhárt, Antonios Liapis, Georgios N. Yannakakis
ACII3
2019 Procedural Content Generation through Quality Diversity
abstract
Quality-diversity (QD) algorithms search for a set of good solutions which cover a space as defined by behavior metrics. This simultaneous focus on quality and diversity with explicit metrics sets QD algorithms apart from standard single- and multi-objective evolutionary algorithms, as well as from diversity preservation approaches such as niching. These properties open up new avenues for artificial intelligence in games, in particular for procedural content generation. Creating multiple systematically varying solutions allows new approaches to creative human-AI interaction as well as adaptivity. In the last few years, a handful of applications of QD to procedural content generation and game playing have been proposed; we discuss these and propose challenges for future work.
Daniele Gravina, Ahmed Khalifa 0001, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis
CoG5
2019 Fusing Level and Ruleset Features for Multimodal Learning of Gameplay Outcomes
abstract
Which features of a game influence the dynamics of players interacting with it? Can a level's architecture change the balance between two competing players, or is it mainly determined by the character classes and roles that players choose before the game starts? This paper assesses how quantifiable gameplay outcomes such as score, duration and features of the heatmap can be predicted from different facets of the initial game state, specifically the architecture of the level and the character classes of the players. Experiments in this paper explore how different representations of a level and class parameters in a shooter game affect a deep learning model which attempts to predict gameplay outcomes in a large corpus of simulated matches. Findings in this paper indicate that a few features of the ruleset (i.e. character class parameters) are the main drivers for the model's accuracy in all tested gameplay outcomes, but the levels (especially when processed) can augment the model.
Antonios Liapis, Daniel Karavolos, Konstantinos Makantasis, Konstantinos Sfikas, Georgios N. Yannakakis
CoG5
2019 Your Gameplay Says It All: Modelling Motivation in Tom Clancy's The Division
abstract
Is it possible to predict the motivation of players just by observing their gameplay data? Even if so, how should we measure motivation in the first place? To address the above questions, on the one end, we collect a large dataset of gameplay data from players of the popular game Tom Clancy's The Division. On the other end, we ask them to report their levels of competence, autonomy, relatedness and presence using the Ubisoft Perceived Experience Questionnaire. After processing the survey responses in an ordinal fashion we employ preference learning methods based on support vector machines to infer the mapping between gameplay and the reported four motivation factors. Our key findings suggest that gameplay features are strong predictors of player motivation as the best obtained models reach accuracies of near certainty, from 92% up to 94% on unseen players.
Dávid Melhárt, Ahmad Azadvar, Alessandro Canossa, Antonios Liapis, Georgios N. Yannakakis
CoG5
2019 An Experiment on Game Facet Combination\
abstract
Procedural Content Generation of game content has been vastly improved over the last years and is more and more adopted also in the game industry. It relies mostly on evolutionary and related optimization methods but usually only treats a single of the many available facets as visuals, levels, audio, etc. The problem of how to combine several facets of generation is largely unsolved, but nevertheless very important. One of its subproblems is that we currently do not know in advance how users will react to machine-generated combinations. Based on a simple maze game with exchangeable visuals and audio styles we test how users receive ‘usual’ and ‘unusual’ facet compositions by means of rank trace based annotations of their own play-throughs. By means of machine learning techniques, we establish a model in order to learn and predict user reactions. Understanding the effects of facet composition on the user is fundamental if we want to rise evolutionary generation of content to the next level.
Raphael Patrick Prager, Laura Troost, Simeon Brüggenjürgen, Dávid Melhárt, Georgios N. Yannakakis, Mike Preuss
CoG5
2019 Modelling Affect for Horror Soundscapes
abstract
The feeling of horror within movies or games relies on the audience's perception of a tense atmosphere-often achieved through sound accompanied by the on-screen drama-guiding its emotional experience throughout the scene or game-play sequence. These progressions are often crafted through an a priori knowledge of how a scene or game-play sequence will playout, and the intended emotional patterns a game director wants to transmit. The appropriate design of sound becomes even more challenging once the scenery and the general context is autonomously generated by an algorithm. Towards realizing sound-based affective interaction in games this paper explores the creation of computational models capable of ranking short audio pieces based on crowdsourced annotations of tension, arousal and valence. Affect models are trained via preference learning on over a thousand annotations with the use of support vector machines, whose inputs are low-level features extracted from the audio assets of a comprehensive sound library. The models constructed in this work are able to predict the tension, arousal and valence elicited by sound, respectively, with an accuracy of approximately 65%, 66% and 72%.
Phil Lopes, Antonios Liapis, Georgios N. Yannakakis
IEEE Trans. Affect. Comput.3
2019 Guest Editorial Special Issue on AI-Based and AI-Assisted Game Design
abstract
The papers in this special section focus on game design based on artificial intelligence (AI). As researchers working with games, we are often faced with terms that either lack a definition entirely or which are contested and debated as part of their very nature. Many papers have tried and failed to define what “fun” is, from where “creativity” originates, or what “difficulty” means, for example, and many more papers in the future will try and fail to do the same. Tangling with ineffable concepts, with moving targets and nebulous ideas is all part of the joy of doing artificial intelligence (AI) research in a complex, multifaceted domain like games.
Antonios Liapis, Georgios N. Yannakakis, Michael Cook 0001, Simon Colton
IEEE Trans. Games2
2019 Orchestrating Game Generation
abstract
—The design process is often characterized by and realized through the iterative steps of evaluation and refinement. When the process is based on a single creative domain such as visual art or audio production, designers primarily take inspiration from work within their domain and refine it based on their own intuitions or feedback from an audience of experts from within the same domain. What happens, however, when the creative process involves more than one creative domain such as in a digital game? How should the different domains influence each other so that the final outcome achieves a harmonized and fruitful communication across domains? How can a computational process orchestrate the various computational creators of the corresponding domains so that the final game has the desired functional and aesthetic characteristics? To address these questions, this paper identifies game facet orchestration as the central challenge for artificial-intelligence-based game generation, discusses its dimensions, and reviews research in automated game generation that has aimed to tackle it. In particular, we identify the different creative facets of games, propose how orchestration can be facilitated in a top-down or bottom-up fashion, review indicative preliminary examples of orchestration, and conclude by discussing the open questions and challenges ahead.
Antonios Liapis, Georgios N. Yannakakis, Mark J. Nelson, Mike Preuss, Rafael Bidarra
IEEE Trans. Games2
2019 Guest Editorial Intelligence in Serious Games
Björn W. Schuller, Lucas Paletta, Peter Robinson 0001, Nicolas Sabouret, Georgios N. Yannakakis
IEEE Trans. Games5
2019 Quality Diversity Through Surprise
abstract
Quality diversity (QD) is a recent family of evolutionary search algorithms which focus on finding several well-performing (quality) yet different (diversity) solutions with the aim to maintain an appropriate balance between divergence and convergence during search. While QD has already delivered promising results in complex problems, the capacity of divergent search variants for QD remains largely unexplored. Inspired by the notion of surprise as an effective driver of divergent search and its orthogonal nature to novelty this paper investigates the impact of the former to QD performance. For that purpose we introduce three new QD algorithms which employ surprise as a diversity measure, either on its own or combined with novelty, and compare their performance against novelty search with local competition, the state of the art QD algorithm. The algorithms are tested in a robot navigation task across 60 highly deceptive mazes. Our findings suggest that allowing surprise and novelty to operate synergistically for divergence and in combination with local competition leads to QD algorithms of significantly higher efficiency, speed, and robustness.
Daniele Gravina, Antonios Liapis, Georgios N. Yannakakis
IEEE Trans. Evol. Comput.3
2018 The Ordinal Nature of Psychophysiology
Georgios N. Yannakakis
CHIRA1
2018 Pairing character classes in a deathmatch shooter game via a deep-learning surrogate model
abstract
This paper introduces a surrogate model of gameplay that learns the mapping between different game facets, and applies it to a generative system which designs new content in one of these facets. Focusing on the shooter game genre, the paper explores how deep learning can help build a model which combines the game level structure and the game's character class parameters as input and the gameplay outcomes as output. The model is trained on a large corpus of game data from simulations with artificial agents in random sets of levels and class parameters. The model is then used to generate classes for specific levels and for a desired game outcome, such as balanced matches of short duration. Findings in this paper show that the system can be expressive and can generate classes for both computer generated and human authored levels.
Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis
FDG3
2018 Fusing novelty and surprise for evolving robot morphologies
abstract
Traditional evolutionary algorithms tend to converge to a single good solution, which can limit their chance of discovering more diverse and creative outcomes. Divergent search, on the other hand, aims to counter convergence to local optima by avoiding selection pressure towards the objective. Forms of divergent search such as novelty or surprise search have proven to be beneficial for both the efficiency and the variety of the solutions obtained in deceptive tasks. Importantly for this paper, early results in maze navigation have shown that combining novelty and surprise search yields an even more effective search strategy due to their orthogonal nature. Motivated by the largely unexplored potential of coupling novelty and surprise as a search strategy, in this paper we investigate how fusing the two can affect the evolution of soft robot morphologies. We test the capacity of the combined search strategy against objective, novelty, and surprise search, by comparing their efficiency and robustness, and the variety of robots they evolve. Our key results demonstrate that novelty-surprise search is generally more efficient and robust across eight different resolutions. Further, surprise search explores the space of robot morphologies more broadly than any other algorithm examined.
Daniele Gravina, Antonios Liapis, Georgios N. Yannakakis
GECCO3
2017 Towards general models of player affect
abstract
While the primary focus of affective computing has been on constructing efficient and reliable models of affect, the vast majority of such models are limited to a specific task and domain. This paper, instead, investigates how computational models of affect can be general across dissimilar tasks; in particular, in modeling the experience of playing very different video games. We use three dissimilar games whose players annotated their arousal levels on video recordings of their own playthroughs. We construct models mapping ranks of arousal to skin conductance and gameplay logs via preference learning and we use a form of cross-game validation to test the generality of the obtained models on unseen games. Our initial results comparing between absolute and relative measures of the arousal annotation values indicate that we can obtain more general models of player affect if we process the model output in an ordinal fashion.
Elizabeth Camilleri, Georgios N. Yannakakis, Antonios Liapis
ACII2
2017 RankTrace: Relative and unbounded affect annotation
abstract
How should annotation data be processed so that it can best characterize the ground truth of affect? This paper attempts to address this critical question by testing various methods of processing annotation data on their ability to capture phasic elements of skin conductance. Towards this goal the paper introduces a new affect annotation tool, RankTrace, that allows for the annotation of affect in a continuous yet unbounded fashion. RankTrace is tested on first-person annotations of tension elicited from a horror video game. The key findings of the paper suggest that the relative processing of traces via their mean gradient yields the best and most robust predictors of phasic manifestations of skin conductance.
Philip L. Lopes, Georgios N. Yannakakis, Antonios Liapis
ACII2
2017 The ordinal nature of emotions
abstract
Representing computationally everyday emotional states is a challenging task and, arguably, one of the most fundamental for affective computing. Standard practice in emotion annotation is to ask humans to assign an absolute value of intensity to each emotional behavior they observe. Psychological theories and evidence from multiple disciplines including neuroscience, economics and artificial intelligence, however, suggest that the task of assigning reference-based (relative) values to subjective notions is better aligned with the underlying representations than assigning absolute values. Evidence also shows that we use reference points, or else anchors, against which we evaluate values such as the emotional state of a stimulus; suggesting again that ordinal labels are a more suitable way to represent emotions. This paper draws together the theoretical reasons to favor relative over absolute labels for representing and annotating emotion, reviewing the literature across several disciplines. We go on to discuss good and bad practices of treating ordinal and other forms of annotation data, and make the case for preference learning methods as the appropriate approach for treating ordinal labels. We finally discuss the advantages of relative annotation with respect to both reliability and validity through a number of case studies in affective computing, and address common objections to the use of ordinal data. Overall, the thesis that emotions are by nature relative is supported by both theoretical arguments and evidence, and opens new horizons for the way emotions are viewed, represented and analyzed computationally.
Georgios N. Yannakakis, Roddy Cowie, Carlos Busso
ACII1
2017 Learning the patterns of balance in a multi-player shooter game
abstract
A particular challenge of the game design process is when the designer is requested to orchestrate dissimilar elements of games such as visuals, audio, narrative and rules to achieve a specific play experience. Within the domain of adversarial first person shooter games, for instance, a designer must be able to comprehend the differences between the weapons available in the game, and appropriately craft a game level to take advantage of strengths and weaknesses of those weapons. As an initial study towards computationally orchestrating dissimilar content generators in games, this paper presents a computational model which can classify a matchup of a team-based shooter game as balanced or as favoring one or the other team. The computational model uses convolutional neural networks to learn how game balance is affected by the level, represented as an image, and each team's weapon parameters. The model was trained on a corpus of over 50,000 simulated games with artificial agents on a diverse set of levels created by 39 different generators. The results show that the fusion of levels, when processed by a convolutional neural network, and weapon parameters yields an accuracy far above the baseline but also improves accuracy compared to artificial neural networks or models which use partial information, such as only the weapon or only the level as input.
Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis
FDG3
2017 Coupling novelty and surprise for evolutionary divergence
abstract
Divergent search techniques applied to evolutionary computation, such as novelty search and surprise search, have demonstrated their efficacy in highly deceptive problems compared to traditional objective-based fitness evolutionary processes. While novelty search rewards unseen solutions, surprise search rewards unexpected solutions. As a result these two algorithms perform a different form of search since an expected solution can be novel while an already seen solution can be surprising. As novelty and surprise search have already shown much promise individually, the hypothesis is that an evolutionary process that rewards both novel and surprising solutions will be able to handle deception in a better fashion and lead to more successful solutions faster. In this paper we introduce an algorithm that realises both novelty and surprise search and we compare it against the two algorithms that compose it in a number of robot navigation tasks. The key findings of this paper suggest that coupling novelty and surprise is advantageous compared to each search approach on its own. The introduced algorithm breaks new ground in divergent search as it outperforms both novelty and surprise in terms of efficiency and robustness, and it explores the behavioural space more extensively.
Daniele Gravina, Antonios Liapis, Georgios N. Yannakakis
GECCO3
2016 Surprise Search: Beyond Objectives and Novelty
abstract
Grounded in the divergent search paradigm and inspired by the principle of surprise for unconventional discovery in computational creativity, this paper introduces surprise search as a new method of evolutionary divergent search. Surprise search is tested in two robot navigation tasks and compared against objective-based evolutionary search and novelty search. The key findings of this paper reveal that surprise search is advantageous compared to the other two search processes. It outperforms objective search and it is as efficient as novelty search in both tasks examined. Most importantly, surprise search is, on average, faster and more robust in solving the navigation problem compared to objective and novelty search. Our analysis reveals that surprise search explores the behavioral space more extensively and yields higher population diversity compared to novelty search.
Daniele Gravina, Antonios Liapis, Georgios N. Yannakakis
GECCO3
2016 Framing Tension for Game Generation
Philip L. Lopes, Antonios Liapis, Georgios N. Yannakakis
ICCC3
2016 Searching for Surprise
Georgios N. Yannakakis, Antonios Liapis
ICCC1
2015 To rank or to classify? Annotating stress for reliable PTSD profiling
abstract
In this paper we profile the stress responses of patients diagnosed with post-traumatic stress disorder (PTSD) to individual events in the game-based PTSD stress inoculation and exposure virtual environment StartleMart. Thirteen veterans suffering from PTSD play the game while we record their skin conductance. Game logs are used to identify individual events, and continuous decomposition analysis is applied to the skin conductance signals to derive event-related stress responses. The extracted skin conductance features from this analysis are used to profile each individual player in terms of stress response. We observe a large degree of variation across the 13 veterans which further validates the idiosyncratic nature of PTSD physiological manifestations. Further to game data and skin conductance signals we ask PTSD patients to indicate the most stressful event experienced (class-based annotation) and also compare the stress level of all events in a pairwise preference manner (rank-based annotation). We compare the two annotation stress schemes by correlating the self-reports to individual event-based stress manifestations. The self-reports collected through class-based annotation exhibit no correlation to physiological responses, whereas, the pairwise preferences yield significant correlations to all skin conductance features extracted via continuous decomposition analysis. The core findings of the paper suggest that reporting of stress preferences across events yields more reliable data that capture aspects of the stress experienced and that features extracted from skin conductance via continuous decomposition analysis offer appropriate predictors of stress manifestation across PTSD patients.
Christoffer Holmgård, Georgios N. Yannakakis, Héctor Pérez Martínez, Karen-Inge Karstoft
ACII2
2015 The platformer experience dataset
abstract
Player modeling and estimation of player experience have become very active research fields within affective computing, human computer interaction, and game artificial intelligence in recent years. For advancing our knowledge and understanding on player experience this paper introduces the Platformer Experience Dataset (PED) - the first open-access game experience corpus - that contains multiple modalities of user data of Super Mario Bros players. The open-access database aims to be used for player experience capture through context-based (i.e. game content), behavioral and visual recordings of platform game players. In addition, the database contains demographical data of the players and self-reported annotations of experience in two forms: ratings and ranks. PED opens up the way to desktop and console games that use video from webcameras and visual sensors and offer possibilities for holistic player experience modeling approaches that can, in turn, yield richer game personalization.
Kostas Karpouzis, Georgios N. Yannakakis, Noor Shaker, Stylianos Asteriadis
ACII2
2015 Grounding truth via ordinal annotation
abstract
The question of how to best annotate affect within available content has been a milestone challenge for affective computing. Appropriate methods and tools addressing that question can provide better estimations of the ground truth which, in turn, may lead to more efficient affect detection and more reliable models of affect. This paper introduces a rank-based real-time annotation tool, we name AffectRank, and compares it against the popular rating-based real-time FeelTrace tool through a proof-of-concept video annotation experiment. Results obtained suggest that the rank-based (ordinal) annotation approach proposed yields significantly higher inter-rater reliability and, thereby, approximation of the underlying ground truth. The key findings of the paper demonstrate that the current dominant practice in continuous affect annotation via rating-based labeling is detrimental to advancements in the field of affective computing.
Georgios N. Yannakakis, Héctor Pérez Martínez
ACII1
2015 Experience-driven procedural content generation (Extended abstract)
abstract
Procedural content generation is an increasingly important area of technology within modern human-computer interaction with direct applications in digital games, the semantic web, and interface, media and software design. The personalization of experience via the modeling of the user, coupled with the appropriate adjustment of the content according to user needs and preferences are important steps towards effective and meaningful content generation. This paper introduces a framework for procedural content generation driven by computational models of user experience we name Experience-Driven Procedural Content Generation. While the framework is generic and applicable to various subareas of human computer interaction, we employ games as an indicative example of content-intensive software that enables rich forms of interaction.
Georgios N. Yannakakis, Julian Togelius
ACII1
2015 A Benchmark for Virtual Camera Control
Paolo Burelli, Georgios N. Yannakakis
EvoApplications2
2015 Procedural Personas as Critics for Dungeon Generation
Antonios Liapis, Christoffer Holmgård, Georgios N. Yannakakis, Julian Togelius
EvoApplications3
2015 The Coralize Tool for Creating Underwater Environments
Ryan Abela, Antonios Liapis, Georgios N. Yannakakis
FDG3
2015 MiniDungeons 2: An Experimental Game for Capturing and Modeling Player Decisions
Christoffer Holmgård, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis
FDG4
2015 Iconoscope: Designing a Game for Fostering Creativity
Antonios Liapis, Amy K. Hoover, Georgios N. Yannakakis, Constantine Alexopoulos, Evangelia V. Dimaraki
FDG3
2015 Constrained Novelty Search: A Study on Game Content Generation
abstract
Novelty search is a recent algorithm geared toward exploring search spaces without regard to objectives. When the presence of constraints divides a search space into feasible space and infeasible space, interesting implications arise regarding how novelty search explores such spaces. This paper elaborates on the problem of constrained novelty search and proposes two novelty search algorithms which search within both the feasible and the infeasible space. Inspired by the FI-2pop genetic algorithm, both algorithms maintain and evolve two separate populations, one with feasible and one with infeasible individuals, while each population can use its own selection method. The proposed algorithms are applied to the problem of generating diverse but playable game levels, which is representative of the larger problem of procedural game content generation. Results show that the two-population constrained novelty search methods can create, under certain conditions, larger and more diverse sets of feasible game levels than current methods of novelty search, whether constrained or unconstrained. However, the best algorithm is contingent on the particularities of the search space and the genetic operators used. Additionally, the proposed enhancement of offspring boosting is shown to enhance performance in all cases of two-population novelty search.
Antonios Liapis, Georgios N. Yannakakis, Julian Togelius
Evol. Comput.2
2015 A Panorama of Artificial and Computational Intelligence in Games
abstract
This paper attempts to give a high-level overview of the field of artificial and computational intelligence (AI/CI) in games, with particular reference to how the different core research areas within this field inform and interact with each other, both actually and potentially. We identify ten main research areas within this field: NPC behavior learning, search and planning, player modeling, games as AI benchmarks, procedural content generation, computational narrative, believable agents, AI-assisted game design, general game artificial intelligence and AI in commercial games. We view and analyze the areas from three key perspectives: 1) the dominant AI method(s) used under each area; 2) the relation of each area with respect to the end (human) user; and 3) the placement of each area within a human-computer (player-game) interaction perspective. In addition, for each of these areas we consider how it could inform or interact with each of the other areas; in those cases where we find that meaningful interaction either exists or is possible, we describe the character of that interaction and provide references to published studies, if any. We believe that this paper improves understanding of the current nature of the game AI/CI research field and the interdependences between its core areas by providing a unifying overview. We also believe that the discussion of potential interactions between research areas provides a pointer to many interesting future research projects and unexplored subfields.
Georgios N. Yannakakis, Julian Togelius
IEEE Trans. Comput. Intell. AI Games1
2015 Adapting virtual camera behaviour through player modelling
Paolo Burelli, Georgios N. Yannakakis
User Model. User Adapt. Interact.2
2014 Generative agents for player decision modeling in games
Christoffer Holmgård, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis
FDG4
2014 Active player modelling
Julian Togelius, Noor Shaker, Georgios N. Yannakakis
FDG3
2014 Mixed-initiative co-creativity
Georgios N. Yannakakis, Antonios Liapis, Constantine Alexopoulos
FDG1
2014 Computational Game Creativity
Antonios Liapis, Georgios N. Yannakakis, Julian Togelius
ICCC2
2014 Interweaving Story Coherence and Player Creativity through Story-Making Games
Mirjam Palosaari Eladhari, Philip L. Lopes, Georgios N. Yannakakis
ICIDS3
2014 Deep Multimodal Fusion: Combining Discrete Events and Continuous Signals
abstract
Multimodal datasets often feature a combination of continuous signals and a series of discrete events. For instance, when studying human behaviour it is common to annotate actions performed by the participant over several other modalities such as video recordings of the face or physiological signals. These events are nominal, not frequent and are not sampled at a continuous rate while signals are numeric and often sampled at short fixed intervals. This fundamentally different nature complicates the analysis of the relation among these modalities which is often studied after each modality has been summarised or reduced. This paper investigates a novel approach to model the relation between such modality types bypassing the need for summarising each modality independently of each other. For that purpose, we introduce a deep learning model based on convolutional neural networks that is adapted to process multiple modalities at different time resolutions we name deep multimodal fusion. Furthermore, we introduce and compare three alternative methods (convolution, training and pooling fusion) to integrate sequences of events with continuous signals within this model. We evaluate deep multimodal fusion using a game user dataset where player physiological signals are recorded in parallel with game events. Results suggest that the proposed architecture can appropriately capture multimodal information as it yields higher prediction accuracies compared to single-modality models. In addition, it appears that pooling fusion, based on a novel filter-pooling method provides the more effective fusion approach for the investigated types of data.
Héctor Pérez Martínez, Georgios N. Yannakakis
ICMI2
2014 Personas versus Clones for Player Decision Modeling
Christoffer Holmgård, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis
ICEC4
2014 Don't Classify Ratings of Affect; Rank Them!
abstract
How should affect be appropriately annotated and how should machine learning best be employed to map manifestations of affect to affect annotations? What is the use of ratings of affect for the study of affective computing and how should we treat them? These are the key questions this paper attempts to address by investigating the impact of dissimilar representations of annotated affect on the efficacy of affect modelling. In particular, we compare several different binary-class and pairwise preference representations for automatically learning from ratings of affect. The representations are compared and tested on three datasets: one synthetic dataset (testing “in vitro ”) and two affective datasets (testing “in vivo”). The synthetic dataset couples a number of attributes with generated rating values. The two affective datasets contain physiological and contextual user attributes, and speech attributes, respectively; these attributes are coupled with ratings of various affective and cognitive states. The main results of the paper suggest that ratings (when used) should be naturally transformed to ordinal (ranked) representations for obtaining more reliable and generalisable models of affect. The findings of this paper have a direct impact on affect annotation and modelling research but, most importantly, challenge the traditional state-of-practice in affective computing and psychometrics at large.
Héctor Pérez Martínez, Georgios N. Yannakakis, John Hallam
IEEE Trans. Affect. Comput.2
2014 Guest Editorial: Emotion in Games
abstract
The articles in this special section focus on the use of emotion technology and applications in computer games.
Georgios N. Yannakakis, Katherine Isbister, Ana Paiva 0001, Kostas Karpouzis
IEEE Trans. Affect. Comput.1
2013 Stress Detection for PTSD via the StartleMart Game
abstract
Computer games have recently shown promise as a diagnostic and treatment tool for psychiatric rehabilitation. This paper examines the positive impact of affect detection and advanced game technology on the treatment of mental diagnoses such as Post Traumatic Stress Disorder (PTSD). For that purpose, we couple game design and game technology with stress detection for the automatic profiling and the personalized treatment of PTSD via game-based exposure therapy and stress inoculation training. The PTSD treatment game we designed forces the player to go through various stressful experiences while a stress detection mechanism profiles the severity and type of PTSD via skin conductance responses to those in-game stress elicitors. The initial study and analysis of 14 PTSD-diagnosed veteran soldiers presented in this paper reveals clear correspondence between diagnostic standard measures of PTSD severity and skin conductance responses. Significant correlations between physiological responses and subjective evaluations of the stressfulness of experiences, represented as pair wise preferences, are also found. We conclude that this supports the use of the simulation as a relevant treatment tool for stress inoculation training. This points to future avenues of research toward discerning between degrees and types of PTSD using game-based diagnostic and treatment tools.
Christoffer Holmgård, Georgios N. Yannakakis, Karen-Inge Karstoft, Henrik Steen Andersen
ACII2
2013 User Modelling and Adaptive, Natural Interaction for Conflict Resolution
abstract
Modern school environments are usually populated with children from diverse ethnic, cultural and social backgrounds, bringing in different social norms and skills, diverse behaviours and often contradicting cooperation strategies. As a result, conflicts are inevitable and should be resolved as quickly and painlessly as possible, making sure that school life and the learning process continue as intended. The Siren serious game aims to educate 10-14 year old students on conflict management and resolution, presenting them with user- and culture-adaptive mini game scenarios, based on popular game genres and taking into account their affective expressivity and in-game behaviour to adjust the intensity of the conflict to better suit their needs and competencies.
Kostas Karpouzis, Georgios N. Yannakakis, Ana Paiva 0001, Jeppe Herlev Nielsen, Asimina Vasalou, Arnav Jhala
ACII2
2013 Shifting niches for community structure detection
abstract
We present a new evolutionary algorithm for community structure detection in both undirected and unweighted (sparse) graphs and fully connected weighted digraphs (complete networks). Previous investigations have found that, although evolutionary computation can identify community structure in complete networks, this approach seems to scale badly due to solutions with the wrong number of communities dominating the population. The new algorithm is based on a niching model, where separate compartments of the population contain candidate solutions with different numbers of communities. We experimentally compare the new algorithm to the well-known algorithms of Pizzuti and Tasgin, and find that we outperform those algorithms for sparse graphs under some conditions, and drastically outperform them on complete networks under all tested conditions.
Corrado Grappiolo, Julian Togelius, Georgios N. Yannakakis
IEEE Congress on Evolutionary Computation3
2013 Generating Map Sketches for Strategy Games
Antonios Liapis, Georgios N. Yannakakis, Julian Togelius
EvoApplications2
2013 The games for health prototype
Christoffer Holmgård, Georgios N. Yannakakis, Rilla Khaled
FDG2
2013 Village Voices: An adaptive game for conflict resolution
Rilla Khaled, Georgios N. Yannakakis
FDG2
2013 Space Maze: Experience-driven game camera control
Yana Knight, Héctor Pérez Martínez, Georgios N. Yannakakis
FDG3
2013 Sentient Sketchbook: Computer-aided game level authoring
Antonios Liapis, Georgios N. Yannakakis, Julian Togelius
FDG2
2013 Enhancements to constrained novelty search: two-population novelty search for generating game content
abstract
Novelty search is a recent algorithm geared to explore search spaces without regard to objectives; minimal criteria novelty search is a variant of this algorithm for constrained search spaces. For large search spaces with multiple constraints, however, it is hard to find a set of feasible individuals that is both large and diverse. In this paper, we present two new methods of novelty search for constrained spaces, Feasible-Infeasible Novelty Search and Feasible-Infeasible Dual Novelty Search. Both algorithms keep separate populations of feasible and infeasible individuals, inspired by the FI-2pop genetic algorithm. These algorithms are applied to the problem of creating diverse and feasible game levels, representative of a large class of important problems in procedural content generation for games. Results show that the new algorithms under certain conditions can produce larger and more diverse sets of feasible strategy game maps than existing algorithms. However, the best algorithm is contingent on the particularities of the search space and the genetic operators used. It is also shown that the proposed enhancement of offspring boosting increases performance in all cases.
Antonios Liapis, Georgios N. Yannakakis, Julian Togelius
GECCO2
2013 Transforming Exploratory Creativity with DeLeNoX,
Antonios Liapis, Héctor Pérez Martínez, Julian Togelius, Georgios N. Yannakakis
ICCC4
2013 Artificial evolution for the detection of group identities in complex artificial societies
abstract
This paper aims at detecting the presence of group structures in complex artificial societies by solely observing and analysing the interactions occurring among the artificial agents. Our approach combines: (1) an unsupervised method for clustering interactions into two possible classes, namely in-group and out-group, (2) reinforcement learning for deriving the existing levels of collaboration within the society, and (3) an evolutionary algorithm for the detection of group structures and the assignment of group identities to the agents. Under a case study of static societies - i.e. the agents do not evolve their social preferences - where agents interact with each other by means of the Ultimatum Game, our approach proves to be successful for small-sized social networks independently on the underlying social structure of the society; promising results are also registered for mid-size societies.
Corrado Grappiolo, Julian Togelius, Georgios N. Yannakakis
ALIFE3
2013 Crowdsourcing the Aesthetics of Platform Games
abstract
What are the aesthetics of platform games and what makes a platform level engaging, challenging, and/or frustrating? We attempt to answer such questions through mining a large set of crowdsourced gameplay data of a clone of the classic platform game Super Mario Bros (SMB). The data consist of 40 short game levels that differ along six key level design parameters. Collectively, these levels are played 1560 times over the Internet, and the perceived experience is annotated by experiment participants via self-reported ranking (pairwise preferences). Given the wealth of this crowdsourced data, as all details about players' in-game behavior are logged, the problem becomes one of extracting meaningful numerical features at the appropriate level of abstraction for the construction of generic computational models of player experience and, thereby, game aesthetics. We explore dissimilar types of features, including direct measurements of event and item frequencies, and features constructed through frequent sequence mining, and go through an in-depth analysis of the interrelationship between level content, players' behavioral patterns, and reported experience. Furthermore, the fusion of the extracted features allows us to predict reported player experience with a high accuracy, even from short game segments. In addition to advancing our insight on the factors that contribute to platform game aesthetics, the results are useful for the personalization of game experience via automatic game adaptation.
Noor Shaker, Georgios N. Yannakakis, Julian Togelius
IEEE Trans. Comput. Intell. AI Games2
2013 Fusing Visual and Behavioral Cues for Modeling User Experience in Games
abstract
Estimating affective and cognitive states in conditions of rich human-computer interaction, such as in games, is a field of growing academic and commercial interest. Entertainment and serious games can benefit from recent advances in the field as, having access to predictors of the current state of the player (or learner) can provide useful information for feeding adaptation mechanisms that aim to maximize engagement or learning effects. In this paper, we introduce a large data corpus derived from 58 participants that play the popular Super Mario Bros platform game and attempt to create accurate models of player experience for this game genre. Within the view of the current research, features extracted both from player gameplay behavior and game levels, and player visual characteristics have been used as potential indicators of reported affect expressed as pairwise preferences between different game sessions. Using neuroevolutionary preference learning and automatic feature selection, highly accurate models of reported engagement, frustration, and challenge are constructed (model accuracies reach 91%, 92%, and 88% for engagement, frustration, and challenge, respectively). As a step further, the derived player experience models can be used to personalize the game level to desired levels of engagement, frustration, and challenge as game content is mapped to player experience through the behavioral and expressivity patterns of each player.
Noor Shaker, Stylianos Asteriadis, Georgios N. Yannakakis, Kostas Karpouzis
IEEE Trans. Cybern.3
2012 Evolving card sets towards balancing dominion
abstract
In this paper we use the popular card game Dominion as a complex test-bed for the generation of interesting and balanced game rules. Dominion is a trading-card-like game where each card type represents a different game mechanic. Each playthrough only features ten different cards, the selection of which can form a new game each time. We compare and analyse three different agents that are capable of playing Dominion on different skill levels and use three different fitness functions to generate balanced card sets. Results reveal that there are particular cards of the game that lead to balanced games independently of player skill and behaviour. The approach taken could be used to balance other games with decomposable game mechanics.
Tobias Mahlmann, Julian Togelius, Georgios N. Yannakakis
IEEE Congress on Evolutionary Computation3
2012 Spicing Up Map Generation
Tobias Mahlmann, Julian Togelius, Georgios N. Yannakakis
EvoApplications3
2012 Diversified Virtual Camera Composition
Mike Preuss, Paolo Burelli, Georgios N. Yannakakis
EvoApplications3
2012 Digging Deeper into Platform Game Level Design: Session Size and Sequential Features
Noor Shaker, Georgios N. Yannakakis, Julian Togelius
EvoApplications2
2012 Modelling Global Pattern Formations for Collaborative Learning Environments
abstract
We present our research towards the design of a computational framework capable of modelling the formation and evolution of global patterns (i.e. group structures) in a population of social individuals. The framework is intended to be used in collaborative environments, e.g. social serious games and computer simulations of artificial societies. The theoretical basis of our research, together with current state of the art and future work, are briefly introduced.
Corrado Grappiolo, Yun-Gyung Cheong, Rilla Khaled, Georgios N. Yannakakis
ICALT4
2012 User Modelling and Adaptive, Natural Interaction for Conflict Resolution
abstract
Confronting conflicts and coping with them is part of social life, since conflicts seem to arise in almost every context and developmental stage of human life. The personal and collective gains that follow conflict resolution have motivated scholars across many research fields to advocate the use of pro-social mechanisms for resolution. The Siren serious game aims to support teachers' role to educate young people on how to resolve conflicts, by employing affect-aware, user- and cultural adaptivity to provide interesting and relevant conflict scenarios and resolution approaches.
Kostas Karpouzis, Georgios N. Yannakakis, Ana Paiva 0001, Jeppe Herlev Nielsen, Asimina Vasalou, Arnav Jhala
ICALT2
2012 Guest Editorial: Special Issue on Computational Aesthetics in Games
abstract
The xx papers in this special issue focus on the application of computational aesthestics in video games. Recent years have seen a demographic diversification of computer game players as well as the diversiity of player skills. Therefore, the need for tailoring games to individual experiences and aesthetics has become increasingly important.
Cameron Browne, Georgios N. Yannakakis, Simon Colton
IEEE Trans. Comput. Intell. AI Games2
2012 Adapting Models of Visual Aesthetics for Personalized Content Creation
abstract
This paper introduces a search-based approach to personalized content generation with respect to visual aesthetics. The approach is based on a two-step adaptation procedure where: 1) the evaluation function that characterizes the content is adjusted to match the visual aesthetics of users; and 2) the content itself is optimized based on the personalized evaluation function. To test the efficacy of the approach, we design fitness functions based on universal properties of visual perception, inspired by psychological and neurobiological research. Using these visual properties, we generate aesthetically pleasing 2-D game spaceships via neuroevolutionary constrained optimization and evaluate the impact of the designed visual properties on the generated spaceships. The offline generated spaceships are used as the initial population of an interactive evolution experiment in which players are asked to choose spaceships according to their visual taste: the impact of the various visual properties is adjusted based on player preferences and new content is generated online based on the updated computational model of visual aesthetics of the player. Results are presented that show the potential of the approach in generating content which is based on subjective criteria of visual aesthetics.
Antonios Liapis, Georgios N. Yannakakis, Julian Togelius
IEEE Trans. Comput. Intell. AI Games2
2011 Generic Physiological Features as Predictors of Player Experience
Héctor Pérez Martínez, Maurizio Garbarino, Georgios N. Yannakakis
ACII (1)3
2011 Analysing the Relevance of Experience Partitions to the Prediction of Players' Self-reports of Affect
Héctor Pérez Martínez, Georgios N. Yannakakis
ACII (2)2
2011 A Game-Based Corpus for Analysing the Interplay between Game Context and Player Experience
Noor Shaker, Stylianos Asteriadis, Georgios N. Yannakakis, Kostas Karpouzis
ACII (2)3
2011 Erratum: Ranking vs. Preference: A Comparative Study of Self-reporting
Georgios N. Yannakakis, John Hallam
ACII (1)1
2011 Ranking vs. Preference: A Comparative Study of Self-reporting
Georgios N. Yannakakis, John Hallam
ACII (1)1
2011 Emotion in Games
Georgios N. Yannakakis, Kostas Karpouzis, Ana Paiva 0001, Eva Hudlicka
ACII (2)1
2011 Evolving Interesting Maps for a First Person Shooter
Luigi Cardamone, Georgios N. Yannakakis, Julian Togelius, Pier Luca Lanzi
EvoApplications (1)2
2011 Towards Procedural Strategy Game Generation: Evolving Complementary Unit Types
Tobias Mahlmann, Julian Togelius, Georgios N. Yannakakis
EvoApplications (1)3
2011 A computational approach towards conflict resolution for serious games
abstract
Conflict is an unavoidable feature of life, but the development of conflict resolution management skills can facilitate the parties involved in resolving their conflicts in a positive manner. The goal of our research is to develop a serious game in which children may experiment with conflict resolution strategies and learn how to work towards positive conflict outcomes. While serious games related to conflict exist at present, our work represents the first attempt to teach conflict resolution skills through a game in a manner informed by sociological and psychological theories of conflict and current best practice for conflict resolution. In this paper, we present a computational approach to conflict generation and resolution. We describe the five phases involved in our conflict modeling process: conflict situation creation, conflict detection, player modeling and conflict strategy prediction, conflict management, and conflict resolution, and discuss the three major elements of our player model: assertiveness, cooperativeness, and relationship. Finally, we overview a simple resource management game we have developed in which we have begun experimenting with our conflict model concepts.
Yun-Gyung Cheong, Rilla Khaled, Corrado Grappiolo, Joana Campos 0001, Carlos Martinho, Gordon Ingram, Ana Paiva 0001, Georgios N. Yannakakis
FDG8
2011 Modelling virtual camera behaviour through player gaze
abstract
In a three-dimensional virtual environment, aspects such as narrative and interaction largely depend on the placement and animation of the virtual camera. Therefore, virtual camera control plays a critical role in player experience and, thereby, in the overall quality of a computer game. Both game industry and game AI research focus on the development of increasingly sophisticated systems to automate the control of the virtual camera integrating artificial intelligence algorithms within physical simulations. However, in both industry and academia little research has been carried out on the relationship between virtual camera, game-play and player behaviour. We run a game user experiment to shed some light on this relationship and identify relevant differences between camera behaviours through different game sessions, playing behaviours and player gaze patterns. Results show that users can be efficiently profiled in dissimilar clusters according to camera control as part of their gameplay behaviour.
Andrea Picardi, Paolo Burelli, Georgios N. Yannakakis
FDG3
2011 Mining multimodal sequential patterns: a case study on affect detection
abstract
Temporal data from multimodal interaction such as speech and bio-signals cannot be easily analysed without a preprocessing phase through which some key characteristics of the signals are extracted. Typically, standard statistical signal features such as average values are calculated prior to the analysis and, subsequently, are presented either to a multimodal fusion mechanism or a computational model of the interaction. This paper proposes a feature extraction methodology which is based on frequent sequence mining within and across multiple modalities of user input. The proposed method is applied for the fusion of physiological signals and gameplay information in a game survey dataset. The obtained sequences are analysed and used as predictors of user affect resulting in computational models of equal or higher accuracy compared to the models built on standard statistical features.
Héctor Pérez Martínez, Georgios N. Yannakakis
ICMI2
2011 Experience-Driven Procedural Content Generation
abstract
Procedural content generation (PCG) is an increasingly important area of technology within modern human-computer interaction (HCI) design. Personalization of user experience via affective and cognitive modeling, coupled with real-time adjustment of the content according to user needs and preferences are important steps toward effective and meaningful PCG. Games, Web 2.0, interface, and software design are among the most popular applications of automated content generation. The paper provides a taxonomy of PCG algorithms and introduces a framework for PCG driven by computational models of user experience. This approach, which we call Experience-Driven Procedural Content Generation (EDPCG), is generic and applicable to various subareas of HCI. We employ games as an example indicative of rich HCI and complex affect elicitation, and demonstrate the approach's effectiveness via dissimilar successful studies.
Georgios N. Yannakakis, Julian Togelius
IEEE Trans. Affect. Comput.1
2011 The 2010 Mario AI Championship: Level Generation Track
abstract
The Level Generation Competition, part of the IEEE Computational Intelligence Society (CIS)-sponsored 2010 Mario AI Championship, was to our knowledge the world's first procedural content generation competition. Competitors participated by submitting level generators - software that generates new levels for a version of Super Mario Bros tailored to individual players' playing style. This paper presents the rules of the competition, the software used, the scoring procedure, the submitted level generators, and the results of the competition. We also discuss what can be learned from this competition, both about organizing procedural content generation competitions and about automatically generating levels for platform games. The paper is coauthored by the organizers of the competition (the first three authors) and the competitors.
Noor Shaker, Julian Togelius, Georgios N. Yannakakis, Ben George Weber, Tomoyuki Shimizu, Tomonori Hashiyama, Nathan Sorenson, Philippe Pasquier, Peter A. Mawhorter, Glen Takahashi, Gillian Smith 0001, Robin Baumgarten
IEEE Trans. Comput. Intell. AI Games3
2011 Search-Based Procedural Content Generation: A Taxonomy and Survey
abstract
The focus of this survey is on research in applying evolutionary and other metaheuristic search algorithms to automatically generating content for games, both digital and nondigital (such as board games). The term search-based procedural content generation is proposed as the name for this emerging field, which at present is growing quickly. A taxonomy for procedural content generation is devised, centering on what kind of content is generated, how the content is represented and how the quality/fitness of the content is evaluated; search-based procedural content generation in particular is situated within this taxonomy. This article also contains a survey of all published papers known to the authors in which game content is generated through search or optimisation, and ends with an overview of important open research problems.
Julian Togelius, Georgios N. Yannakakis, Kenneth O. Stanley, Cameron Browne
IEEE Trans. Comput. Intell. AI Games2
2010 Global search for occlusion minimisation in virtual camera control
abstract
This paper presents a fast and reliable global-search approach to the problem of virtual camera positioning when multiple objects that need to be within the reach of the camera are fully occluded. For this purpose, a comparative analysis of global-search algorithms is presented for the problem of maximising camera visibility across different tasks of varying complexity and within different real-time windows. A custom-designed genetic algorithm is compared to octree-based search and random search and results showcase the advantages of the genetic algorithm proposed with respect to efficiency, robustness and computational effort.
Paolo Burelli, Georgios N. Yannakakis
IEEE Congress on Evolutionary Computation2
2010 Search-Based Procedural Content Generation
Julian Togelius, Georgios N. Yannakakis, Kenneth O. Stanley, Cameron Browne
EvoApplications (1)2
2010 Modeling Player Experience for Content Creation
abstract
In this paper, we use computational intelligence techniques to built quantitative models of player experience for a platform game. The models accurately predict certain key affective states of the player based on both gameplay metrics that relate to the actions performed by the player in the game, and on parameters of the level that was played. For the experiments presented here, a version of the classicSuper Mario Brosgame is enhanced with parameterizable level generation and gameplay metrics collection. Player pairwise preference data is collected using forced choice questionnaires, and the models are trained using this data and neuroevolutionary preference learning of multilayer perceptrons (MLPs). The derived models will be used to optimize design parameters for particular types of player experience, allowing the designer to automatically generate unique levels that induce the desired experience for the player.
Christopher Pedersen, Julian Togelius, Georgios N. Yannakakis
IEEE Trans. Comput. Intell. AI Games3
2010 Towards affective camera control in games
Georgios N. Yannakakis, Héctor Pérez Martínez, Arnav Jhala
User Model. User Adapt. Interact.1
2009 Towards Data-Driven Drama Management: Issues in Data Collection and Annotation
Anders Drachen, Michael Hitchens, Arnav Jhala, Georgios N. Yannakakis
DiGRA Conference4
2009 Learning from preferences and selected multimodal features of players
abstract
The influence of multimodal sources of input data to the construction of accurate computational models of user preferences is investigated in this paper. The case study presented explores player entertainment preferences of physical game variants incorporating two data modalities. The main findings of the paper reveal the benefit of multiple modalities of input data for the prediction of preferences and highlight the impact of feature selection on the construction of such models.
Georgios N. Yannakakis
ICMI1
2009 Real-Time Game Adaptation for Optimizing Player Satisfaction
abstract
A methodology for optimizing player satisfaction in games on the "playware" physical interactive platform is demonstrated in this paper. Previously constructed artificial neural network user models, reported in the literature, map individual playing characteristics to reported entertainment preferences for augmented-reality game players. An adaptive mechanism then adjusts controllable game parameters in real time in order to improve the entertainment value of the game for the player. The basic approach presented here applies gradient ascent to the user model to suggest the direction of parameter adjustment that leads toward games of higher entertainment value. A simple rule set exploits the derivative information to adjust specific game parameters to augment the entertainment value. Those adjustments take place frequently during the game with interadjustment intervals that maintain the user model's accuracy. Performance of the adaptation mechanism is evaluated using a game survey experiment. Results indicate the efficacy and robustness of the mechanism in adapting the game according to a user's individual playing features and enhancing the gameplay experience. The limitations and the use of the methodology as an effective adaptive mechanism for entertainment capture and augmentation are discussed.
Georgios N. Yannakakis, John Hallam
IEEE Trans. Comput. Intell. AI Games1
2009 Preference Learning for Cognitive Modeling: A Case Study on Entertainment Preferences
abstract
Learning from preferences, which provide means for expressing a subject's desires, constitutes an important topic in machine learning research. This paper presents a comparative study of four alternative instance preference learning algorithms (both linear and nonlinear). The case study investigated is to learn to predict the expressed entertainment preferences of children when playing physical games built on their personalized playing features (entertainment modeling). Two of the approaches are derived from the literature-the large-margin algorithm (LMA) and preference learning with Gaussian processes-while the remaining two are custom-designed approaches for the problem under investigation: meta-LMA and neuroevolution. Preference learning techniques are combined with feature set selection methods permitting the construction of effective preference models, given suitable individual playing features. The underlying preference model that best reflects children preferences is obtained through neuroevolution: 82.22% of cross-validation accuracy in predicting reported entertainment in the main set of game survey experimentation. The model is able to correctly match expressed preferences in 66.66% of cases on previously unseen data (p-value = 0.0136) of a second physical activity control experiment. Results indicate the benefit of the use of neuroevolution and sequential forward selection for the investigated complex case study of cognitive modeling in physical games.
Georgios N. Yannakakis, Manolis Maragoudakis, John Hallam
IEEE Trans. Syst. Man Cybern. Part A1
2008 Entertainment modeling through physiology in physical play
Georgios N. Yannakakis, John Hallam
Int. J. Hum. Comput. Stud.1
2008 Entertainment capture through heart rate activity in physical interactive playgrounds
Georgios N. Yannakakis, John Hallam, Henrik Hautop Lund
User Model. User Adapt. Interact.1
2007 Entertainment Modeling in Physical Play Through Physiology Beyond Heart-Rate
Georgios N. Yannakakis, John Hallam
ACII1
2007 Emerging Cooperation With Minimal Effort: Rewarding Over Mimicking
abstract
This paper compares supervised and unsupervised learning mechanisms for the emergence of cooperative multiagent spatial coordination using a top-down approach. By observing the global performance of a group of homogeneous agents-supported by a nonglobal knowledge of their environment-we attempt to extract information about the minimum size of the agent neurocontroller and the type of learning mechanism that collectively generate high-performing and robust behaviors with minimal computational effort. Consequently, a methodology for obtaining controllers of minimal size is introduced and a comparative study between supervised and unsupervised learning mechanisms for the generation of successful collective behaviors is presented. We have developed a prototype simulated world for our studies. This case study is primarily a computer games inspired world but its main features are also biologically plausible. The two specific tasks that the agents are tested in are the competing strategies of obstacle-avoidance and target-achievement. We demonstrate that cooperative behavior among agents, which is supported only by limited communication, appears to be necessary for the problem's efficient solution and that learning by rewarding the behavior of agent groups constitutes a more efficient and computationally preferred generic approach than supervised learning approaches in such complex multiagent worlds
Georgios N. Yannakakis, John Levine, John Hallam
IEEE Trans. Evol. Comput.1
2006 Capturing Entertainment Through Heart Rate Dynamics in the Playware Playground
Georgios N. Yannakakis, John Hallam, Henrik Hautop Lund
ICEC1
2005 Evolutionary computation variants for cooperative spatial coordination
abstract
This paper presents a comparative study between genetic and probabilistic search approaches of evolutionary computation. They are both applied for optimizing the behavior of multiple neural-controlled homogeneous agents whose spatial coordination tasks can only be successfully achieved through emergent cooperation. Both approaches demonstrate effective solutions of high performance; however, the genetic search approach appears to be both more robust and computationally preferred for this multi-agent case study.
Georgios N. Yannakakis, John Hallam, John Levine
Congress on Evolutionary Computation1
2004 An evolutionary approach for interactive computer games
abstract
In this paper, we introduce the first stage of experiments on neuro-evolution mechanisms applied to predator/prey multicharacter computer games. Our test-bed is a computer game where the prey (i.e. player) has to avoid its predators by escaping through an exit without getting killed. By viewing the game from the predators' (i.e. opponents') perspective, we attempt offline to evolve neural-controlled opponents capable of playing effectively against computer-guided fixed strategy players. Their efficiency is based on cooperation which emerges from an abstract type of partial interaction with their environment. In addition, investigation of behavior generalization demonstrated the crucial contribution of playing strategies in the development of successful predator behaviors. However, emergent well-behaved opponents trained offline with fixed strategies do not make the game interesting to play. We therefore present an evolutionary mechanism for opponents that keep learning from a player while playing against it (i.e. online) and we demonstrate its efficiency and robustness in increasing the predators' performance while altering their behavior as long as the game is played. Computer game opponents following this online learning approach show high adaptability to changing player strategies, which provides evidence for the approach's effectiveness and interest against human players.
Georgios N. Yannakakis, John Levine, John Hallam
IEEE Congress on Evolutionary Computation1