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Guest Editorial: Special Issue on Human Centered AI in Game Evaluation 嘉宾评论:关于游戏评估中以人为本的AI的特刊
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-12-17 DOI: 10.1109/TG.2024.3507232
Alena Denisova;Diego Perez-Liebana;Vanessa Volz;Julian Frommel;Sahar Asadi
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引用次数: 0
IEEE Transactions on Games Publication Information IEEE游戏出版信息汇刊
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-12-17 DOI: 10.1109/TG.2024.3513515
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引用次数: 0
IEEE Computational Intelligence Society Information IEEE计算智能学会信息
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-12-17 DOI: 10.1109/TG.2024.3513513
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引用次数: 0
Real-Time Player Tracking Framework on MOBA Game Video Through Object Detection 基于目标检测的MOBA游戏视频实时玩家跟踪框架
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-12-11 DOI: 10.1109/TG.2024.3515140
Dae-Wook Kim;Sung-Yun Park;Seong-Il Yang;Sang-Kwang Lee
The multiplayer online battle arena (MOBA) genre boasts the largest audience in esports, leading to extensive research in esports analysis targeting MOBA games. However, due to the limited availability of openly accessible data or application programming interface (API), most research has been focused on Dota 2 and cannot be easily extended to other MOBA games. In this article, we present a novel framework that revolutionizes real-time player trajectory extraction directly from the game screen of League of Legends (LoL) through object detection. To mitigate reliance on APIs, the proposed framework includes a process that generates synthetic images as training data for object detection, detects the positions of the game characters from the minimap, and considers temporal relationships to ensure stable trajectory acquisition against occlusion. For evaluation purposes, we generate ground truth data from LoL replays and introduce the concept of occlusion tolerance. Our proposed framework undergoes evaluation and analysis in terms of trajectory extraction accuracy with occlusion tolerance, the significance of synthetic image elements, class-by-class detection accuracy, and processing time. Our framework opens new avenues for esports analysis. We envision its potential extension to other games lacking APIs, provided that they feature a minimap displaying game characters.
多人在线竞技游戏(MOBA)在电子竞技领域拥有最多的受众,因此针对MOBA游戏进行了广泛的电子竞技分析研究。然而,由于开放访问数据或应用程序编程接口(API)的可用性有限,大多数研究都集中在dota2上,无法轻易扩展到其他MOBA游戏。在这篇文章中,我们提出了一个新的框架,它通过对象检测直接从英雄联盟(LoL)的游戏屏幕中彻底改变了实时玩家轨迹提取。为了减轻对api的依赖,所提出的框架包括一个过程,该过程生成合成图像作为目标检测的训练数据,从小地图中检测游戏角色的位置,并考虑时间关系以确保在遮挡下获得稳定的轨迹。为了评估目的,我们从LoL回放中生成真实数据,并引入遮挡容限的概念。本文从轨迹提取精度、遮挡公差、合成图像元素的重要性、逐类检测精度和处理时间等方面对框架进行了评价和分析。我们的框架为电子竞技分析开辟了新的途径。我们设想它有可能扩展到其他缺乏api的游戏,只要它们有一个显示游戏角色的小地图。
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引用次数: 0
Goal-Oriented Interactions in Games Using LLMs 基于llm的游戏目标导向互动
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-12-11 DOI: 10.1109/TG.2024.3515807
Adon Phillips;Jochen Lang;David Mould
Unrealistic parser-based dialogue systems limit player agency. Large language model (LLM) characters can enhance agency but lack structure and measurable objectives. In this article, we propose a framework for structured interactions that tracks player progress through specific objectives, while also improving character LLM responses. This approach frames interactions as puzzles with states representing goal-based milestones. We employ an LLM to analyze dialogue history and enforce state transitions for state awareness and to enable specific actions like tailored LLM prompts and multimodal content changes. This results in a robust dialogue state tracking system for goal-based interactions. Using our method, a designer can craft transition rules as abstract goals that allow players to invent their own solutions rather than discovering the designer's intent. We demonstrate this with a hostage scenario game, where the player negotiates with a hostage-taker adversary. The game's effectiveness is assessed through qualitative gameplay analysis and a quantitative evaluation of our state tracking method.
不切实际的基于解析器的对话系统限制了玩家代理。大语言模型(LLM)字符可以增强代理,但缺乏结构和可测量的目标。在本文中,我们提出了一种结构化互动框架,可以通过特定目标跟踪玩家的进程,同时也可以改善角色的LLM反应。这种方法将交互构建为谜题,其状态代表基于目标的里程碑。我们使用LLM来分析对话历史并强制状态转换以实现状态感知,并启用特定操作,如定制LLM提示和多模式内容更改。这为基于目标的交互提供了一个健壮的对话状态跟踪系统。使用我们的方法,设计师可以将过渡规则作为抽象目标,让玩家创造自己的解决方案,而不是发现设计师的意图。我们用一个人质场景游戏来证明这一点,在这个游戏中,玩家与劫持人质的对手进行谈判。游戏的有效性是通过定性玩法分析和对状态跟踪方法的定量评估来评估的。
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引用次数: 0
Research on the Imperfect Information Game of Four-Player Mahjong Based on Mix-PPO 基于Mix-PPO的四人麻将不完全信息博弈研究
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-12-04 DOI: 10.1109/TG.2024.3507107
Jia-Yang Wang;Ming-Yan Wang;Wang Zeng;Zi-An Zhong
In recent years, the deep reinforcement learning method has performed well in many challenging tasks, including Go and MOBA games and other industrial fields. Mahjong is a popular game with imperfect information, but because of its large amount of hidden information and complex game rules, it is very challenging to solve its game intelligence decision problem and build artificial intelligence beyond the human level. To solve the aforementioned problems, this article proposes a feature encoding method and model training strategy for four players in Chinese Mahjong. In addition, this article also innovatively proposes the Mix-PPO algorithm, which combines the advantages of the traditional PPO1 algorithm and the PPO2 algorithm, and compares the Mix-PPO algorithm with other algorithms, including the traditional proximal policy optimization algorithm, the deep-learning-related algorithm, and the game search tree algorithm. The experimental results show the validity of the feature coding and the Mix-PPO algorithm of Chinese four-player Mahjong in building the decision-making model of Chinese four-player Mahjong, as well as the validity of the coding method of the model's Mahjong feature and the training strategy.
近年来,深度强化学习方法在许多具有挑战性的任务中表现良好,包括围棋和MOBA游戏等工业领域。麻将是一种信息不完全的热门游戏,但由于其隐藏信息量大,游戏规则复杂,解决其游戏智能决策问题,构建超越人类水平的人工智能是非常具有挑战性的。针对上述问题,本文提出了一种针对中国麻将四种玩家的特征编码方法和模型训练策略。此外,本文还创新性地提出了Mix-PPO算法,该算法结合了传统PPO1算法和PPO2算法的优点,并将Mix-PPO算法与传统的近端策略优化算法、深度学习相关算法、博弈搜索树算法等其他算法进行了比较。实验结果证明了中国四人麻将特征编码和Mix-PPO算法在构建中国四人麻将决策模型中的有效性,以及模型麻将特征编码方法和训练策略的有效性。
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引用次数: 0
Know Your Game, From in-Real Life Experts to Video Game Experts: Discriminating in-Real Life Experts From Non Experts Using Blinks and EAR-Derived Features 了解你的游戏,从现实生活专家到电子游戏专家:使用眨眼和ear衍生功能区分现实生活专家和非专家
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-11-20 DOI: 10.1109/TG.2024.3494724
Gianluca Guglielmo;Michal Klincewicz;Elisabeth Huis in‘t Veld;Pieter Spronck
Serious games are an effective method of reproducing aspects of the complex interplay between environments and stakeholders in business situations. In the game, we describe here, The Sustainable Port, players experience what it is like to make decisions in such a complex environment. Their aim in the game is to grow the Port of Rotterdam while keeping economic growth in balance with sustainability goals. In this study, we assessed whether experienced Port of Rotterdam employees (PoR employees) show different psychophysiological patterns, and more specifically eye aspect ratio (EAR)-derived features, compared to students. We did this on the assumption that physiological patterns will tell us something about how people who are familiar with the environment of the Port of Rotterdam, more specifically PoR employees, make decisions compared to those lacking such familiarity. Our sample consisted of 28 PoR employees and 65 students, all of whom played The Sustainable Port game and had their faces recorded with a camera. The EAR was extracted from these recordings, and then from those, we extracted EAR-derived features. Our results show that PoR employees perform better than students and that the two groups are characterized by different physiological variations in their EAR-derived features. A logistic regression model used to identify PoR employees and students obtained an F1 score of 0.62, an area under the precision–recall curve score of 0.64, and an ROC AUC score of 0.70. Such a performance significantly above baseline suggests the effectiveness of using EAR-derived features for this task. Our interpretation was further confirmed by a pseudo-R2 score used to evaluate the goodness of fit of a logistic regression model on the entire dataset. We found that PoR employees had a lower variation in blink rate per minute and higher variation in the root mean square of the successive differences in blinks (RMSSD), the consecutive difference between two continuous blinks. Moreover, this study shows that our methods were robust enough to negate the effects of confounders, such as biological sex and age, that affect some other studies that analyze blinks.
严肃游戏是再现商业环境和利益相关者之间复杂相互作用的有效方法。在这款名为《the Sustainable Port》的游戏中,玩家将体验到在如此复杂的环境中做出决定的感觉。他们在游戏中的目标是发展鹿特丹港,同时保持经济增长与可持续发展目标的平衡。在这项研究中,我们评估了经验丰富的鹿特丹港员工(PoR员工)与学生相比是否表现出不同的心理生理模式,更具体地说,是眼宽高比(EAR)衍生的特征。我们这样做的假设是,生理模式会告诉我们,与那些不熟悉鹿特丹港环境的人相比,熟悉鹿特丹港环境的人,更具体地说是PoR员工,是如何做出决定的。我们的样本包括28名PoR员工和65名学生,他们都玩了可持续港口游戏,并用相机记录了他们的脸。从这些录音中提取EAR,然后从中提取EAR衍生的特征。我们的研究结果表明,PoR员工的表现优于学生,这两组人在ear衍生特征上存在不同的生理变化。用于识别PoR员工和学生的logistic回归模型的F1得分为0.62,precision-recall曲线下面积得分为0.64,ROC AUC得分为0.70。这种明显高于基线的性能表明,在此任务中使用ear派生的特性是有效的。我们的解释进一步得到了伪r2评分的证实,该评分用于评估整个数据集上逻辑回归模型的拟合优度。我们发现,PoR员工的每分钟眨眼频率变化较小,而连续眨眼差异(RMSSD)的均方根变化较大,即两次连续眨眼之间的连续差异。此外,这项研究表明,我们的方法足够强大,可以消除混杂因素的影响,比如生物性别和年龄,这些混杂因素会影响其他一些分析眨眼的研究。
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引用次数: 0
User-Centric Locomotion Techniques for Virtual Reality Games: A Survey of User Needs and Issues 以用户为中心的虚拟现实游戏运动技术:用户需求和问题的调查
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-11-14 DOI: 10.1109/TG.2024.3498325
Daichi Hirobe;Shizuka Shirai;Jason Orlosky;Mehrasa Alizadeh;Masato Kobayashi;Yuki Uranishi;Photchara Ratsamee;Haruo Takemura
Virtual reality (VR) video games that are played on a VR headset are becoming increasingly common in households, and though many games require players to navigate vast virtual spaces, most homes cannot provide a large enough physical space to encompass the entire virtual space. Thus, VR video games that require locomotion often provide users with alternative locomotion techniques. While teleportation or steering is typically used as a standard, new techniques can overcome remaining problems, such as motion sickness. However, a holistic perspective of user needs and issues regarding these techniques in practical situations has not been studied on a broad basis. To address this gap in the literature and contribute to future VR video game development and research, we conducted 16 semi-structured interviews and surveyed 88 participants to help explore issues regarding existing locomotion techniques. Our results revealed preferences related to teleportation versus steering and the postures that users adopt while playing VR video games, along with user needs for locomotion techniques in each posture.
虚拟现实(VR)视频游戏在家庭中变得越来越普遍,尽管许多游戏要求玩家在广阔的虚拟空间中导航,但大多数家庭无法提供足够大的物理空间来容纳整个虚拟空间。因此,需要运动的VR视频游戏通常为用户提供替代的运动技术。虽然隐形传输或转向通常被用作标准,但新技术可以克服诸如晕动病等遗留问题。但是,在实际情况中对用户需要和有关这些技术的问题的整体观点尚未进行广泛的研究。为了解决文献中的这一空白,并为未来VR视频游戏的开发和研究做出贡献,我们进行了16次半结构化访谈,调查了88名参与者,以帮助探索有关现有运动技术的问题。我们的研究结果揭示了用户在玩VR视频游戏时对传送与转向的偏好,以及用户在每种姿势下对运动技术的需求。
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引用次数: 0
Will GPT-4 Run DOOM? GPT-4会运行毁灭战士吗?
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-11-13 DOI: 10.1109/TG.2024.3497601
Adrian de Wynter
We show that GPT-4’s reasoning and planning capabilities extend to the 1993 first-person shooter Doom. This large language model (LLM) is able to run and play the game with only a few instructions, plus a textual description–generated by the model itself from screenshots–about the state of the game being observed. We find that GPT-4 can play the game to a passable degree: it is able to manipulate doors, combat enemies, and perform pathing. More complex prompting strategies involving multiple model calls provide better results. While further work is required to enable the LLM to play the game as well as its classical, reinforcement learning-based counterparts, we note that GPT-4 required no training, leaning instead on its own reasoning and observational capabilities. We hope our work pushes the boundaries on intelligent, LLM-based agents in video games. We conclude by discussing the ethical implications of our work.
我们证明GPT-4的推理和计划能力可以延伸到1993年的第一人称射击游戏《毁灭战士》。这个大型语言模型(LLM)能够运行和玩游戏,只需要几个指令,加上一个文本描述(由模型本身从屏幕截图生成),关于观察到的游戏状态。我们发现GPT-4可以玩游戏到一个过得去的程度:它能够操纵门,与敌人战斗,并执行路径。涉及多个模型调用的更复杂的提示策略提供更好的结果。虽然需要进一步的工作来使LLM能够像经典的、基于强化学习的同行一样玩游戏,但我们注意到GPT-4不需要训练,而是依靠自己的推理和观察能力。我们希望我们的工作能够推动电子游戏中基于法学硕士的智能代理的发展。最后,我们讨论了我们工作的伦理意义。
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引用次数: 0
Implicit Coordination Dynamics: A Synchrony-Based Study on Team Positioning and Performance in Competitive Dota 2 内隐协调动力学:基于同步性的dota2团队定位与绩效研究
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-10-30 DOI: 10.1109/TG.2024.3488114
Udesh Habaraduwa;Paris Mavromoustakos Blom;Travis J. Wiltshire
The collective performance displayed by groups or teams, whether in solving complex problems or excelling in esports competitions, hinges on their coordination dynamics. While explicit coordination (e.g., verbal commands) and its affects on collective outcomes have been studied extensively, implicit coordination, especially in dynamic, fast-paced environments have been under investigated. In this study, we examine the competitive esport Dota 2 (D2) as a setting to explore within-team implicit coordination, which we model as player avatar movement synchrony. Utilizing the cluster phase method, we analyze spatio-temporal patterns of player movements to quantify implicit movement coordination. We observe a negative linear relationship between team movement synchrony and team performance in rank for D2 competitions across two tournaments. While some research suggests stronger coordination leads to favorable outcomes, we leverage our findings to discuss the complexity of team coordination, showcasing a delicate balance between specialization of individual team members and collective action. This study not only extends complex systems techniques used in physical sports to the rapidly evolving esports arena, but also invites further exploration into the multidimensional nature of coordination in team-based activities.
无论是解决复杂的问题,还是在电子竞技比赛中取得优异成绩,群体或团队所表现出的集体表现都取决于他们的协调动态。虽然外显协调(如口头命令)及其对集体结果的影响已被广泛研究,但内隐协调,特别是在动态,快节奏环境中的内隐协调已被调查。在本研究中,我们以竞技电子竞技《Dota 2》(D2)为背景来探讨团队内部的隐性协调,我们将其建模为玩家角色移动同步。利用聚类阶段方法,我们分析了玩家运动的时空模式,以量化隐含的运动协调。我们观察到在两场比赛中,D2比赛的团队动作同步性与团队排名之间存在负线性关系。虽然一些研究表明,更强的协调会带来有利的结果,但我们利用我们的发现来讨论团队协调的复杂性,展示了团队成员个人专业化和集体行动之间的微妙平衡。这项研究不仅将体育运动中使用的复杂系统技术扩展到快速发展的电子竞技领域,而且还邀请人们进一步探索团队活动中协调的多维本质。
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引用次数: 0
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IEEE Transactions on Games
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