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Biosignal Sequence Real-Time Prediction for Game Users Based on Features Fusion of Local–Global and Time–Frequency Domain 基于局域-全局和时频特征融合的游戏用户生物信号序列实时预测
IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-12 DOI: 10.1109/TG.2025.3550779
Rongyang Li;Jianguo Ding;Huansheng Ning;Lingfeng Mao
Biosignal sequence real-time prediction (BSRP) is essential for predicting the future emotional experience of game users. However, BSRP for game users faces challenges, including poor real-time performance and limited feature fusion dimensions. To address these issues, we proposed a method for BSRP based on the features fusion of local–global and time–frequency domain (LGTF) for game users, which integrates real-time capabilities with multidimensional features fusion. Specifically, LGTF meets real-time requirements and achieves the features fusion of local–global (LG) through multichannel synchronized adaptive convolution. In addition, LGTF implements the features fusion of interband and intraband in the frequency domain and the features fusion of time–frequency (TF) domain by incorporating the self-attention mechanism and Fourier Transform. Furthermore, we conducted comprehensive validation experiments on LGTF using the public dataset. The results indicate that: first, in the comparison study, LGTF outperformed other methods, achieving the lowest average mean squared error (MSE) and mean absolute error values across different prediction lengths of 0.61 and 0.47, respectively. Second, ablation studies revealed that the addition of TF domain feature fusion and LG feature fusion both have the positive effect on the prediction performance, reducing the average MSE by 0.11 and 0.09, respectively. Third, generalization study shows that LGTF exhibits stable performance and generalization across different subjects and shows performance advantages in specific game scenarios. Fourth, time performance analysis suggests LGTF has the real-time performance. Finally, case study demonstrates that LGTF is practical for predicting game users' future emotions and enhancing their emotional experiences.
生物信号序列实时预测(BSRP)对于预测游戏用户未来的情感体验至关重要。然而,面向游戏用户的BSRP面临着实时性差、特征融合维度有限等挑战。为了解决这些问题,我们提出了一种基于局域-全局和时频域(LGTF)特征融合的游戏用户BSRP方法,该方法将实时性与多维特征融合相结合。具体来说,LGTF满足实时性要求,通过多通道同步自适应卷积实现局部-全局(local-global, LG)特征融合。此外,LGTF结合自关注机制和傅里叶变换实现了频域带间和带内特征融合以及时频域特征融合。此外,我们使用公共数据集对LGTF进行了全面的验证实验。结果表明:第一,在对比研究中,LGTF优于其他方法,在不同预测长度上的平均均方误差(MSE)和平均绝对误差值最低,分别为0.61和0.47。其次,烧蚀研究表明,加入TF域特征融合和LG特征融合对预测性能都有积极的影响,平均MSE分别降低0.11和0.09。第三,泛化研究表明,LGTF在不同学科间表现出稳定的性能和泛化,在特定博弈场景下表现出性能优势。第四,时间性能分析表明LGTF具有实时性。最后,案例研究表明,LGTF在预测游戏用户未来情绪和增强他们的情绪体验方面是可行的。
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引用次数: 0
Mini Honor of Kings: A Lightweight Environment for Multiagent Reinforcement Learning 迷你王者荣耀:用于多智能体强化学习的轻量级环境
IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-02-27 DOI: 10.1109/TG.2025.3546252
Lin Liu;Jian Zhao;Cheng Hu;Zhengtao Cao;Youpeng Zhao;Zhenbin Ye;Meng Meng;Wenjun Wang;Zhaofeng He;Houqiang Li;Xia Lin;Lanxiao Huang
Games are widely used as research environments for multiagent reinforcement learning (MARL), but they pose three significant challenges: limited customization, high computational demands, and oversimplification. To address these issues, we introduce the first publicly available map editor for the popular mobile game Honor of Kings and design a lightweight environment, Mini Honor of Kings (Mini HoK), for researchers to conduct experiments. Mini HoK is highly efficient, allowing experiments to be run on personal PCs or laptops while still presenting sufficient challenges for existing MARL algorithms. We have tested our environment on common MARL algorithms and demonstrated that these algorithms have yet to surpass the performance of rule based policies, indicating that current MARL methods are not able to solve this environment. This facilitates the dissemination and advancement of MARL methods within the research community. In addition, we hope that more researchers will leverage the Honor of Kings map editor to develop innovative and scientifically valuable new maps.
游戏被广泛用作多智能体强化学习(MARL)的研究环境,但它们面临三个重大挑战:有限的定制,高计算需求和过度简化。为了解决这些问题,我们为热门手游《王者荣耀》推出了首个公开可用的地图编辑器,并设计了一个轻量级环境,迷你王者荣耀(Mini HoK),供研究人员进行实验。Mini HoK非常高效,允许在个人电脑或笔记本电脑上运行实验,同时仍然对现有的MARL算法提出了足够的挑战。我们已经在常见的MARL算法上测试了我们的环境,并证明这些算法尚未超过基于规则的策略的性能,这表明当前的MARL方法无法解决这种环境。这促进了MARL方法在研究界的传播和进步。此外,我们希望更多的研究人员能够利用《王者荣耀》地图编辑器来开发具有创新和科学价值的新地图。
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引用次数: 0
Measuring Diversity of Game Scenarios 衡量游戏场景的多样性
IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-02-20 DOI: 10.1109/TG.2025.3543135
Yuchen Li;Ziqi Wang;Qingquan Zhang;Bo Yuan;Jialin Liu
This paper comprehensively reviews the metrics for measuring the diversity of game scenarios, spotlighting the innovative use of procedural content generation and other fields as cornerstones for enriching player experiences through diverse game scenarios. By traversing a wide array of disciplines, from affective modeling and multiagent systems to psychological studies, our research underscores the importance of diverse game scenarios in gameplay and education. Through a taxonomy of diversity metrics and evaluation methods, we aim to bridge the current gaps in literature and practice, offering insights into effective strategies for measuring and integrating diversity in game scenarios. Our analysis highlights the necessity for a unified taxonomy to aid developers and researchers in crafting more engaging and varied game worlds. This survey not only charts a path for future research in diverse game scenarios but also serves as a handbook for industry practitioners seeking to leverage diversity as a key component of game design and development.
本文全面回顾了衡量游戏场景多样性的指标,强调了程序内容生成和其他领域的创新使用,这些都是通过多样化的游戏场景丰富玩家体验的基础。通过跨越广泛的学科,从情感建模和多智能体系统到心理学研究,我们的研究强调了游戏玩法和教育中多样化游戏场景的重要性。通过多样性指标和评估方法的分类,我们旨在弥合目前文献和实践中的差距,为衡量和整合游戏场景中的多样性提供有效策略。我们的分析强调了统一分类的必要性,以帮助开发者和研究人员创造更具吸引力和多样性的游戏世界。这一调查不仅为未来不同游戏情境的研究指明了方向,同时也为寻求将多样性作为游戏设计和开发关键组成部分的行业从业者提供了参考手册。
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引用次数: 0
Seeding for Success: Skill and Stochasticity in Tabletop Games 为成功播种:桌面游戏中的技能和随机性
IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-02-14 DOI: 10.1109/TG.2025.3542263
James Goodman;Diego Perez-Liebana;Simon Lucas
Games often incorporate random elements in the form of dice or shuffled card decks. This randomness is a key contributor to the player experience and the variety of game situations encountered. There is a tension between a level of randomness that makes the game interesting and contributes to the player's enjoyment of a game, and a level at which the outcome itself is effectively random and the game becomes dull. The optimal level for a game will depend on the design goals and target audience. We introduce a new technique to quantify the level of randomness in game outcome and use it to compare 15 tabletop games and disentangle the different contributions to the overall randomness from specific parts of some games. We further explore the interaction between game randomness and player skill, and how this innate randomness can affect error analysis in common game experiments.
游戏通常以骰子或洗牌的形式包含随机元素。这种随机性是玩家体验和游戏情境多样性的关键因素。让游戏变得有趣并有助于玩家享受游戏的随机性水平与结果本身变得随机且游戏变得无趣的随机性水平之间存在紧张关系。游戏的最佳关卡取决于设计目标和目标用户。我们引入了一种新技术来量化游戏结果中的随机性水平,并用它来比较15款桌面游戏,并从某些游戏的特定部分中分离出对整体随机性的不同贡献。我们进一步探讨了游戏随机性与玩家技能之间的相互作用,以及这种先天随机性如何影响普通游戏实验中的错误分析。
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引用次数: 0
Leveraging Privileged Information for Partially Observable Reinforcement Learning 利用特权信息进行部分可观察强化学习
IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-02-13 DOI: 10.1109/TG.2025.3542158
Jinqiu Li;Enmin Zhao;Tong Wei;Junliang Xing;Shiming Xiang
Reinforcement learning has achieved remarkable success across diverse scenarios. However, learning optimal policies within partially observable games remains a formidable challenge. Crucial privileged information in states is often shrouded during gameplay, yet ideally, it should be accessible and exploitable during training. Previous studies have concentrated on formulating policies based wholly on partial observations or oracle states. Nevertheless, these approaches often face hindrances in attaining effective generalization. To surmount this challenge, we propose the actor–cross-critic (ACC) learning framework, integrating both partial observations and oracle states. ACC achieves this by coordinating two critics and invoking a maximization operation mechanism to switch between them dynamically. This approach encourages the selection of the higher values when computing advantages within the actor–critic framework, thereby accelerating learning and mitigating bias under partial observability. Some theoretical analyses show that ACC exhibits better learning ability toward optimal policies than actor–critic learning using the oracle states. We highlight its superior performance through comprehensive evaluations in decision-making tasks, such as QuestBall, Minigrid, and Atari, and the challenging card game DouDizhu.
强化学习在不同的场景中取得了显著的成功。然而,在部分可观察的游戏中学习最佳策略仍然是一项艰巨的挑战。国家中的关键特权信息通常在游戏过程中被掩盖,但理想情况下,它应该在训练过程中被访问和利用。以前的研究集中在完全基于部分观察或神谕状态来制定政策。然而,这些方法在获得有效泛化方面经常面临障碍。为了克服这一挑战,我们提出了行动者-跨批评家(ACC)学习框架,整合了部分观察和预言状态。ACC通过协调两个批评家并调用最大化操作机制在它们之间动态切换来实现这一点。这种方法鼓励在行动者-批评者框架内计算优势时选择较高的值,从而加速学习并减轻部分可观察性下的偏见。一些理论分析表明,ACC对最优策略的学习能力优于使用神谕状态的行动者-批评者学习。我们通过在决策任务(如QuestBall、Minigrid和Atari)以及具有挑战性的纸牌游戏豆滴珠(DouDizhu)中的综合评估来突出其优越的性能。
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引用次数: 0
AdvMap: Crafting Adversarial Maps to Counter AI Aimbot in First-Person Shooter Games 在第一人称射击游戏中制作对抗地图以对抗AI Aimbot
IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-01-31 DOI: 10.1109/TG.2025.3537824
Kai Yan;Xianyi Chen;Qi Cui;Haoqin Yuan;Zhenshan Tan
AI-based automatic aiming cheats (a.k.a., AI aimbots) have proliferated in First-Person Shooter games, which grant malicious users an unfair gameplay advantage. Since AI aimbots operate independently of game data and are developed using object detection algorithms, they are difficult to detect with traditional anti-cheating methods. To actively counter AI aimbots, we propose AdvMap, which introduces invisible adversarial perturbations into game scene elements. In optimizing these adversarial perturbations, we design a mixture-of-misleading loss function that increases the total target confidence score within each misleading bounding box. It mitigates the risk of segment missing even when AdvMap is obscured, thereby enhancing the robustness. Besides, an L1-norm constraint with a small scale is employed during each update of the adversarial perturbations, which preserves the fidelity of the game scene. In addition, to enable effective adaptation to interact with various elements within game environments, we introduce an image-subspace-based multidirectional optimization strategy. It enables the adversarial perturbations to adaptively fit into each element by leveraging the mapping relationship between the game's 3-D scenes and its corresponding 2-D images. Furthermore, we construct a comprehensive benchmark, which includes various FPS games with different graphics styles and perspectives. Extensive experimental results demonstrate the efficacy of our method in countering various AI aimbot tools on different state-of-the-art object detection methods.
基于AI的自动瞄准作弊(又名AI aimbots)在第一人称射击游戏中大量出现,这让恶意用户获得了不公平的游戏优势。由于AI aimbots独立于游戏数据运行,并且使用目标检测算法开发,因此很难用传统的反作弊方法检测到它们。为了主动对抗AI机器人,我们提出了AdvMap,它在游戏场景元素中引入了不可见的对抗性扰动。在优化这些对抗性扰动时,我们设计了一个混合误导损失函数,增加了每个误导边界框内的总目标置信度得分。即使在AdvMap被遮挡的情况下,它也降低了片段丢失的风险,从而增强了鲁棒性。此外,在每次对抗性扰动的更新过程中采用小规模的l1范数约束,保持了游戏场景的保真度。此外,为了能够有效地适应与游戏环境中的各种元素交互,我们引入了基于图像子空间的多向优化策略。它通过利用游戏的3-D场景和相应的2-D图像之间的映射关系,使对抗性扰动能够自适应地适应每个元素。此外,我们构建了一个综合基准,其中包括各种FPS游戏具有不同的图像风格和视角。大量的实验结果证明了我们的方法在对抗各种AI aimbot工具在不同的最先进的目标检测方法中的有效性。
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引用次数: 0
CovLBCG: A Covert Communication Framework Using Live Broadcast Bullet Comment Game CovLBCG:一个使用直播子弹评论游戏的隐蔽通信框架
IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-01-28 DOI: 10.1109/TG.2025.3535684
Chun Mao;Zhenyu Li;Xiangyang Luo
Covert communication has numerous applications across various domains, including the military, the Internet of Things, blockchain, and beyond. Among these, the covert communication method that exploits the unique cover types inherent in single-player games has garnered substantial attention from researchers. However, existing methods are unsuitable for the current social media such as audio and video and traditional blogs, poor interactivity, and player communication content can easily cause unnatural behavior of game characters. For this reason, a covert communication framework based on live broadcast bullet comment games is proposed. Within the framework, the sender initially applies arithmetic encoding to compress the confidential message. Then, the processed message is transformed into the content and time attributes of the bullet comment, adhering to the game's rules. Finally, these bullet comments are sent to the designated live broadcast game room. The receiver extracts the bullet comments sent by the sending party in real time and converts them into confident messages. As a representative of the framework, ${mathit{Plants vs. Zombies}}$, is utilized as an example. Experimental results have identified the optimal method for sending game bullet comments, balancing detection resistance and transmission speed. The proposed approach offers notable advantages in security interactivity and transmission speed, with 4.1 times faster than existing processes.
秘密通信在各个领域都有许多应用,包括军事、物联网、区块链等。其中,利用单人游戏固有的独特掩体类型的秘密交流方法引起了研究人员的极大关注。但是,现有的方法并不适合当前的社交媒体,如音频、视频和传统博客,互动性差,玩家交流内容容易导致游戏角色的不自然行为。为此,提出了一种基于直播弹评游戏的隐蔽通信框架。在框架内,发送方最初应用算术编码来压缩机密消息。然后,按照游戏规则,将处理后的消息转换为项目符号评论的内容和时间属性。最后,这些子弹评论被发送到指定的直播游戏室。接收方实时提取发送方发送的子弹式评论,并将其转换为自信的信息。作为框架的代表,${mathit{植物大战僵尸}}$被用作示例。实验结果确定了发送游戏子弹评论的最佳方法,平衡了检测阻力和传输速度。所提出的方法在安全性、交互性和传输速度方面具有显著优势,比现有流程快4.1倍。
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引用次数: 0
Applying Importance Sampling to MCTS for Mahjong 重要性抽样在麻将MCTS中的应用
IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-01-28 DOI: 10.1109/TG.2025.3535740
Shih-Chieh Tang;Jr-Chang Chen;I-Chen Wu
Mahjong is a four-player stochastic imperfect-information game. In this article, we utilize importance sampling within Monte Carlo tree search (MCTS) to enhance the playing strength of our Mahjong program, MeowCaTS. First, we propose a tree structure called the merging solitary tile model, which facilitates the application of importance sampling. This model also reduces the branching factor of the search tree. Second, we apply importance sampling to MCTS and introduce the calculation of importance weights during the backpropagation stage. Finally, we design a multidepth transposition table to accumulate simulation results of similar positions in MCTS, further enhancing the strength of MeowCaTS. In the experiments, the performance of the proposed methods was analyzed, and the results showed a significant improvement. Notably, MeowCaTS won the first place in Computer Olympiad 2023.
麻将是一种四人随机不完全信息游戏。在本文中,我们利用蒙特卡罗树搜索(MCTS)中的重要性抽样来增强麻将程序MeowCaTS的游戏强度。首先,我们提出了一种树状结构,称为合并孤瓦模型,它便于重要性抽样的应用。该模型还减少了搜索树的分支因子。其次,我们将重要性抽样应用于MCTS,并引入反向传播阶段重要性权重的计算。最后,我们设计了一个多深度换位表,以积累MCTS中相似位置的模拟结果,进一步增强MeowCaTS的强度。在实验中,对所提方法的性能进行了分析,结果显示出明显的改进。值得注意的是,喵猫在2023年计算机奥林匹克竞赛中获得了第一名。
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引用次数: 0
ARTigo: Lessons From Social Image Tagging in an Art-Historical Game With a Purpose ARTigo:在艺术历史游戏中使用社交图像标签的经验教训
IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-01-27 DOI: 10.1109/TG.2025.3534618
Stefanie Schneider
Since 2010, ARTigo has been leveraging games with a purpose (GWAPs) to engage citizen scientists in the tagging of artworks. In these games, two players collaboratively annotate images under time constraints. This paper introduces ARTigo as an easily customizable framework for image labeling tailored to elicit specific domain knowledge. It also outlines a two-pronged evaluation strategy to assess the impact of ARTigo’s front-end design on visual aesthetics, usability, and cognitive workload, as well as on users' tagging behavior. Comparisons between ARTigo version $boldsymbol {1}$, developed from 2010 to 2013, and version $boldsymbol {2}$, developed in 2022, indicate significant improvements: the System Usability Scale rating improved from grade B to A-, and the Short Visual Aesthetics of Websites Inventory rating from 4.42 to 5.34 points ($boldsymbol {p < 0.05}$). Moreover, the graphical user interface in version $boldsymbol {2}$ promotes more frequent and complex tagging, thus collecting a similar amount of tags with higher entropy in fewer rounds—which is especially beneficial for GWAP with smaller, active communities.
自2010年以来,ARTigo一直在利用带有目的的游戏(gwap)让公民科学家参与艺术品的标记。在这些游戏中,两名玩家在时间限制下协作注释图像。本文介绍了ARTigo作为一个易于定制的框架,为图像标记量身定制,以引出特定的领域知识。它还概述了一个双管齐下的评估策略,以评估ARTigo的前端设计对视觉美学、可用性、认知工作量以及用户标记行为的影响。2010年至2013年开发的ARTigo版本$boldsymbol{1}$与2022年开发的版本$boldsymbol{2}$之间的比较表明,系统可用性量表评分从B级提高到A-,网站库存的短视觉美学评分从4.42分提高到5.34分($boldsymbol {p < 0.05}$)。此外,版本$boldsymbol{2}$中的图形用户界面促进了更频繁和更复杂的标记,从而在更少的轮中以更高的熵收集相似数量的标记—这对于具有较小的活跃社区的GWAP特别有益。
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引用次数: 0
Hybrid Architecture for AI-Based RTS Games 基于ai的RTS游戏的混合架构
IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-01-27 DOI: 10.1109/TG.2025.3533949
Antonio Maciá-Lillo;Antonio Jimeno-Morenilla;Higinio Mora;Eduard Duta
Video games have evolved into a key part of modern culture and a major economic force, with the global market projected to reach ${$}$522.50 billion in 2024. As technology advances, video games increasingly demand high computing power, often requiring specialized hardware for optimal performance. Real-time strategy games, in particular, are computationally intensive, with complex artificial intelligence algorithms that simulate numerous units and behaviors in real-time. Specialized gaming PCs are use a dedicated graphics processing unit (GPU) to run video games. Due to the usefulness of GPUs besides gaming, modern processors usually include an integrated GPU, specially in the laptop market. We propose a hybrid architecture that utilizes both the dedicated GPU and the integrated GPU simultaneously, to accelerate AI and physics simulations in video games. The hybrid approach aims to maximize the utilization of all available resources. The AI and physics computations are offloaded from the dedicated GPU to the integrated GPU. Therefore, the dedicated GPU can be used exclusively for rendering, resulting in improved performance. We implemented this architecture in a custom-built game engine using OpenGL for graphics rendering and OpenCL for general-purpose GPU computations. Experimental results highlight the performance characteristics of the hybrid architecture, including the challenges of working with the two devices and multitenant GPU interference.
电子游戏已经发展成为现代文化的重要组成部分和主要的经济力量,预计到2024年全球市场将达到522.5亿美元。随着技术的进步,电子游戏对计算能力的要求越来越高,通常需要专门的硬件来实现最佳性能。特别是即时战略游戏,需要大量的计算,需要复杂的人工智能算法来实时模拟大量的单位和行为。专业的游戏pc使用专用的图形处理单元(GPU)来运行视频游戏。由于GPU在游戏之外的有用性,现代处理器通常包括集成GPU,特别是在笔记本电脑市场。我们提出了一种混合架构,同时利用专用GPU和集成GPU来加速视频游戏中的AI和物理模拟。混合方法旨在最大限度地利用所有可用资源。AI和物理计算从专用GPU卸载到集成GPU。因此,专用GPU可以专门用于渲染,从而提高性能。我们在一个定制的游戏引擎中实现了这个架构,使用OpenGL进行图形渲染,使用OpenCL进行通用GPU计算。实验结果突出了混合架构的性能特征,包括使用两种设备和多租户GPU干扰的挑战。
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引用次数: 0
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IEEE Transactions on Games
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