Square peg, round hole: A case study on using Visual Question & Answering in Games

Paulo Bala, Valentina Nisi, Mara Dionísio, N. Nunes, Stuart James
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Abstract

The discussion about what can Artificial Intelligence (AI) contribute to games has been running for a long time, however, recent advances in AI show promise of providing new kind of experiences for players and new tools for game developers. In contrast with the traditional Finite State Machine for interaction and response, we consider the scenario of Visual Question & Answering (VQA) - the automatic answering of a textual question about an image. VQA is a tool that can enrich possible answers by combining both visual and textual information. It is also trivial to extrapolate to a game setting without going away from the training domain. In this Work In Progress, we present two original prototypes designed to explore the potential of VQA in games and discuss preliminary findings originated through a Wizard of Oz (WOz) pilot study using VQA to investigate how people interact with such an AI algorithm.
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方钉圆孔:在游戏中使用视觉问答的案例研究
关于人工智能(AI)对游戏的贡献的讨论已经持续了很长一段时间,然而,AI的最新进展表明,它有望为玩家提供新的体验,为游戏开发者提供新的工具。与传统的有限状态机进行交互和响应相比,我们考虑了视觉问答(VQA)的场景-关于图像的文本问题的自动回答。VQA是一种工具,可以通过结合视觉和文本信息来丰富可能的答案。在不离开训练领域的情况下推断游戏设置也是微不足道的。在本文中,我们展示了两个最初的原型,旨在探索VQA在游戏中的潜力,并讨论了通过《绿野仙踪》(Wizard of Oz)的试点研究产生的初步发现,该研究使用VQA来调查人们如何与这种AI算法进行交互。
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