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2016 IEEE Conference on Computational Intelligence and Games (CIG)最新文献

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Platformer level design for player believability 提高玩家可信度的平台游戏关卡设计
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860404
Elizabeth Camilleri, Georgios N. Yannakakis, A. Dingli
Player believability is often defined as the ability of a game playing character to convince an observer that it is being controlled by a human. The agent's behavior is often assumed to be the main contributor to the character's believability. In this paper we reframe this core assumption and instead focus on the impact of the game environment and aspects of game design (such as level design) on the believability of the game character. To investigate the relationship between game content and believability we crowdsource rank-based annotations from subjects that view playthrough videos of various AI and human controlled agents in platformer levels of dissimilar characteristics. For this initial study we use a variant of the well-known Super Mario Bros game. We build support vector machine models of reported believability based on gameplay and level features which are extracted from the videos. The highest performing model predicts perceived player believability of a character with an accuracy of 73.31%, on average, and implies a direct relationship between level features and player believability.
玩家可信度通常被定义为游戏角色让观察者相信它是被人类控制的能力。代理人的行为通常被认为是角色可信度的主要贡献者。在本文中,我们将重新构建这一核心假设,转而关注游戏环境和游戏设计方面(如关卡设计)对游戏角色可信度的影响。为了研究游戏内容与可信度之间的关系,我们将基于等级的注释众包,这些注释来自观看不同特征的平台关卡中各种AI和人类控制代理的通关视频的受试者。在最初的研究中,我们使用了著名的《超级马里奥兄弟》游戏的变体。我们基于从视频中提取的游戏玩法和关卡特征构建了报告可信度的支持向量机模型。表现最好的模型预测玩家对角色的可信度的准确率平均为73.31%,这意味着关卡功能与玩家可信度之间存在直接关系。
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引用次数: 12
Procedural generation of complex stable structures for angry birds levels 《愤怒的小鸟》关卡复杂稳定结构的程序生成
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860410
Matthew Stephenson, Jochen Renz
This paper presents a procedural content generation algorithm for the physics-based puzzle game Angry Birds. The proposed algorithm creates complex stable structures using a variety of 2D objects. These are generated without the aid of pre-defined substructures or composite elements. The structures created are evaluated based on a fitness function which considers several important structural aspects. The results of this analysis in turn affects the likelihood of particular objects being chosen in future generations. Experiments were conducted on the generated structures in order to evaluate the algorithm's expressivity. The results show that the proposed method can generate a wide variety of 2D structures with different attributes and sizes.
本文提出了基于物理的益智游戏《愤怒的小鸟》的程序内容生成算法。该算法利用各种二维物体创建复杂的稳定结构。这些都是在没有预定义的子结构或复合元素的帮助下生成的。所创建的结构基于适应度函数进行评估,该函数考虑了几个重要的结构方面。这种分析的结果反过来又影响了未来几代人选择特定对象的可能性。对生成的结构进行了实验,以评价算法的表达能力。结果表明,该方法可以生成具有不同属性和尺寸的多种二维结构。
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引用次数: 20
Predicting Retention in Sandbox Games with Tensor Factorization-based Representation Learning 基于张量分解的表征学习预测沙盒游戏的留存率
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860405
R. Sifa, Sri. M. Srikanth, Anders Drachen, C. Ojeda, C. Bauckhage
Major commercial (AAA) games increasingly transit to a semi-persistent or persistent format in order to extend the value of the game to the player, and to add new sources of revenue beyond basic retail sales. Given this shift in the design of AAA titles, game analytics needs to address new types of problems, notably the problem of forecasting future player behavior. This is because player retention is a key factor in driving revenue in semi-persistent titles, for example via downloadable content. This paper introduces a model for predicting retention of players in AAA games and provides a tensor-based spatio-temporal model for analyzing player trajectories in 3D games. We show how knowledge as to trajectories can help with predicting player retention. Furthermore, we describe two new algorithms for three way DEDICOM including a fast gradient method and a seminonnegative constrained method. These approaches are validated against a detailed behavioral data set from the AAA open-world game Just Cause 2.
大型商业(AAA)游戏逐渐转向半持久性或持久性格式,以便向玩家扩展游戏的价值,并在基本零售销售之外增加新的收入来源。考虑到AAA游戏设计的这种转变,游戏分析需要解决新类型的问题,特别是预测未来玩家行为的问题。这是因为玩家留存率是半持续性游戏(如可下载内容)创收的关键因素。本文介绍了一个预测AAA游戏玩家留存率的模型,并提供了一个基于张量的时空模型来分析3D游戏中的玩家轨迹。我们展示了轨迹知识如何帮助预测玩家留存率。在此基础上,提出了快速梯度法和半负约束法。这些方法是根据AAA开放世界游戏《正当防卫2》的详细行为数据集进行验证的。
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引用次数: 26
Voluntary behavior on cortical learning algorithm based agents 基于皮质学习算法的智能体自愿行为研究
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860428
Alican Sungur, Elif Sürer
Operating autonomous agents inside a 3D workspace is a challenging problem domain in real-time for dynamic environments since it involves online interaction with ever-changing decision constraints. This study proposes a neuroscience inspired architecture to simulate autonomous agents with interaction capabilities inside a 3D virtual world. The environment stimulates the operating agents based on their place and course of action. They are expected to form a life cycle composed of behavior chunks inside this environment and continuously optimize it around the stimulated reward. The architecture is composed of specialized units that run Cortical Learning Algorithm (CLA) which models functional properties of layers II and III as in six layer theory of neocortex. This work focuses on extending it with functional properties of layers IV, V and basal ganglia to obtain voluntary behavior that is suitable for an autonomous agent. Through experimental scenarios, the architecture is observed and evaluated in order to obtain an apparent learning process. The communication between layers and internal connectivity of embedded CLA units are able to capture sequential and causal relations from the environment and the first evaluation of the implementation has high potential for future directions.
在动态环境下,在三维工作空间中实时操作自主代理是一个具有挑战性的问题领域,因为它涉及到与不断变化的决策约束的在线交互。本研究提出了一种受神经科学启发的架构来模拟三维虚拟世界中具有交互能力的自主代理。环境根据操作代理的位置和行动过程来刺激它们。他们被期望在这个环境中形成一个由行为块组成的生命周期,并围绕刺激的奖励不断优化它。该架构由运行皮层学习算法(CLA)的专门单元组成,该算法模拟了新皮层六层理论中第二层和第三层的功能特性。这项工作的重点是将其扩展到第四层,第五层和基底神经节的功能特性,以获得适合自主代理的自愿行为。通过实验场景,对结构进行观察和评估,以获得一个明显的学习过程。层之间的通信和嵌入式CLA单元的内部连接能够从环境中捕获顺序和因果关系,并且对实现的第一次评估对未来的方向具有很高的潜力。
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引用次数: 1
Using association rule mining to predict opponent deck content in android: Netrunner 在android: Netrunner中使用关联规则挖掘预测对手牌组内容
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860399
Nick Sephton, P. Cowling, Sam Devlin, Victoria J. Hodge, Nicholas H. Slaven
As part of their design, card games often include information that is hidden from opponents and represents a strategic advantage if discovered. A player that can discover this information will be able to alter their strategy based on the nature of that information, and therefore become a more competent opponent. In this paper, we employ association rule-mining techniques for predicting item multisets, and show them to be effective in predicting the content of Netrunner decks. We then apply different modifications based on heuristic knowledge of the Netrunner game, and show the effectiveness of techniques which consider this knowledge during rule generation and prediction.
作为其设计的一部分,纸牌游戏通常包含对对手隐藏的信息,如果被发现则代表着战略优势。能够发现这些信息的玩家将能够根据这些信息的性质改变他们的策略,从而成为一个更有能力的对手。在本文中,我们使用关联规则挖掘技术来预测项目多集,并证明了它们在预测Netrunner套牌内容方面是有效的。然后,我们基于Netrunner游戏的启发式知识应用了不同的修改,并展示了在规则生成和预测过程中考虑这种知识的技术的有效性。
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引用次数: 3
Detection and labeling of bad moves for coaching go 检测和标记坏棋的教练去
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860441
Kokolo Ikeda, Simon Viennot, Naoyuki Sato
The level of computer programs has now reached professional strength for many games, even for the game of Go recently. A more difficult task for computer intelligence now is to create a program able to coach human players, so that they can improve their play. In this paper, we propose a method to detect and label the bad moves of human players for the game of Go. This task is challenging because even strong human players only agree at a rate of around 50% about which moves should be considered as bad. We use supervised learning with features largely available in many Go programs, and we obtain an identification level close to the one observed between strong human players. Also, an evaluation by a professional player shows that our method is already useful for intermediate-level players.
计算机程序的水平现在已经达到了许多游戏的专业水平,即使是最近的围棋。对于计算机智能来说,现在更困难的任务是创建一个能够指导人类棋手的程序,以便他们能够提高自己的比赛水平。在本文中,我们提出了一种方法来检测和标记人类棋手在围棋游戏中的坏棋。这项任务是具有挑战性的,因为即使是强大的人类棋手也只有50%左右的人认为哪些招式是糟糕的。我们使用具有许多围棋程序中大量可用的特征的监督学习,并且我们获得了接近于在强大的人类棋手之间观察到的识别水平。此外,一位职业玩家的评估表明,我们的方法对中级水平的玩家已经很有用了。
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引用次数: 2
Stylized facts for mobile game analytics 手机游戏分析的风格化事实
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860392
Anders Drachen, Nicholas Ross, Julian Runge, R. Sifa
There are numerous widely disseminated beliefs in the rapidly growing domain of Mobile Game Analytics, notably within the context of the Free-to-Play model. However, the field remains in its infancy, as there is limited conclusive empirical knowledge available across industry and academia, to provide evidence for these beliefs. Additionally, the current knowledge base is highly fragmented. For Mobile Game Analytics to mature, empirical frameworks are needed. In this paper the concept of stylized facts is presented as a means to develop an initial framework for a common understanding of key hypotheses and concepts in the field, as well as organizing the available empirical knowledge. A focus on stylized facts research will not only facilitate communication but also, more importantly, improve the quality and actionability of insights. Unified terminology and a comprehensive collection of stylized facts can be the building blocks for a conceptually well-founded understanding of mobile gaming.
在快速发展的手机游戏分析领域中有许多广为传播的观点,特别是在免费模式的背景下。然而,该领域仍处于起步阶段,因为整个行业和学术界的结论性经验知识有限,无法为这些信念提供证据。此外,当前的知识库是高度分散的。为了让手机游戏分析变得成熟,我们需要经验框架。在本文中,风格化事实的概念是作为一种手段来发展一个初步框架,以共同理解该领域的关键假设和概念,以及组织可用的经验知识。注重程式化的事实研究不仅有利于交流,更重要的是,可以提高见解的质量和可操作性。统一的术语和全面的风格化事实可以成为理解手机游戏概念的基石。
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引用次数: 14
Enhancements for real-time Monte-Carlo Tree Search in General Video Game Playing 增强实时蒙特卡洛树搜索在一般视频游戏玩
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860448
Dennis J. N. J. Soemers, C. F. Sironi, T. Schuster, M. Winands
General Video Game Playing (GVGP) is a field of Artificial Intelligence where agents play a variety of real-time video games that are unknown in advance. This limits the use of domain-specific heuristics. Monte-Carlo Tree Search (MCTS) is a search technique for game playing that does not rely on domain-specific knowledge. This paper discusses eight enhancements for MCTS in GVGP; Progressive History, N-Gram Selection Technique, Tree Reuse, Breadth-First Tree Initialization, Loss Avoidance, Novelty-Based Pruning, Knowledge-Based Evaluations, and Deterministic Game Detection. Some of these are known from existing literature, and are either extended or introduced in the context of GVGP, and some are novel enhancements for MCTS. Most enhancements are shown to provide statistically significant increases in win percentages when applied individually. When combined, they increase the average win percentage over sixty different games from 31.0% to 48.4% in comparison to a vanilla MCTS implementation, approaching a level that is competitive with the best agents of the GVG-AI competition in 2015.
通用视频游戏(General Video Game Playing, GVGP)是人工智能的一个领域,智能体在其中玩各种事先未知的实时视频游戏。这限制了特定于领域的启发式的使用。蒙特卡罗树搜索(MCTS)是一种不依赖于特定领域知识的游戏搜索技术。本文讨论了GVGP中MCTS的八个增强功能;渐进历史,N-Gram选择技术,树重用,宽度优先树初始化,损失避免,基于新颖性的修剪,基于知识的评估,和确定性博弈检测。其中一些是从现有文献中已知的,并且是在GVGP的上下文中扩展或引入的,还有一些是对MCTS的新增强。大多数增强在单独应用时都能显著提高胜率。与普通MCTS相比,它们将60场不同游戏的平均胜率从31.0%提高到48.4%,接近2015年gvr - ai比赛中最佳代理的水平。
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引用次数: 42
Modeling player decisions in a supply chain game 在供应链游戏中为玩家决策建模
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860444
Yifan Sun, Chisheng Liang, Steven C. Sutherland, C. Harteveld, D. Kaeli
Player decision modeling can provide useful guidance to understand player performance in serious games. However, current player modeling focuses on high-level abstraction of player behavior rather than decision-level player modeling, and is predominantly applied to entertainment games. In this paper, we describe an approach from game design to data mining and data analysis to determine detailed player decision patterns. We illustrate this approach with VistaLights, a supply chain game we developed based on a recent oil spill event in Houston. With this game, we set up a within-subjects experiment to study decision making under varying circumstances, specifically to consider whether/how a recommendation system can improve human decisions. Using a series of data analysis techniques we built a coarse-grained decision model as well as a fine-grained model to compare players' actions on the game outcomes. The results confirm the need for decision-level modeling and show an ability of our approach to both identify the good and bad decision patterns among players.
玩家决策模型可以为理解玩家在严肃游戏中的表现提供有用的指导。然而,当前的玩家建模侧重于玩家行为的高级抽象,而不是决策级别的玩家建模,并且主要应用于娱乐游戏。在本文中,我们描述了一种从游戏设计到数据挖掘和数据分析的方法,以确定详细的玩家决策模式。我们用VistaLights来说明这一方法,这是一款基于最近休斯顿石油泄漏事件而开发的供应链游戏。在这个游戏中,我们建立了一个受试者内实验来研究不同情况下的决策,特别是考虑推荐系统是否/如何改善人类的决策。通过使用一系列数据分析技术,我们建立了一个粗粒度决策模型和一个细粒度模型来比较玩家的行为对游戏结果的影响。结果证实了决策级建模的必要性,并显示了我们的方法能够识别玩家的好决策模式和坏决策模式。
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引用次数: 4
User activity decay in mobile games determined by simple differential equations? 手机游戏的用户活动衰减取决于简单的微分方程?
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860403
Markus Viljanen, A. Airola, T. Pahikkala, J. Heikkonen
Decay of population level daily user activity in Tribeflame Ltd.'s mobile games is found to be determined by elementary differential equations. We describe practical methods for investigating laws underlying the decay of daily user activity in a given cohort, known as retention in the gaming industry. Simple decay patterns are found to accurately describe this evolution. In addition to being of academic interest in sharing parallels to population growth and decay dynamics, this finding has immediate applications in the mobile games industry. Utilizing this finding allows using smaller cohorts of users in intermittent paid acquisition tests and enables game performance forecasting over long timespans.
Tribeflame Ltd.手机游戏中人口水平日用户活跃度的衰减是由初等微分方程决定的。我们描述了调查特定群体中每日用户活动衰减规律的实用方法,即游戏行业中的留存率。简单的衰变模式被发现准确地描述了这种演变。除了分享人口增长和衰退动态的相似之处之外,这一发现还可以直接应用于手机游戏行业。利用这一发现,我们可以在间歇性付费获取测试中使用更小的用户群体,并在较长时间内预测游戏性能。
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引用次数: 4
期刊
2016 IEEE Conference on Computational Intelligence and Games (CIG)
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