106

Showcase of My Research on Games & AI "till the end of Oct. 2014"

Embed Size (px)

DESCRIPTION

A presentation showcasing my research on Games and Artificial Intelligence (till the end of Oct. 2014) at IT University of Copenhagen, Copenhagen, Denmark.

Citation preview

Page 1: Showcase of My Research on Games & AI "till the end of Oct. 2014"
Page 2: Showcase of My Research on Games & AI "till the end of Oct. 2014"

I will talk about

• Games, only games.– STYX Engine: Adaptive Personalized Content Generation for FPS

Games

– Ropossum: Evolutionary-based Authoring Tool for Physics-based Games

– NEXT: 2D Puzzle, Progressively Generated

– iNversion: 2D Puzzle, Progressively Generated

– 4 more new games between now and the beginning of 2015.

– Supervised Projects with Noor Shaker

• InfiSpelunky: Infinite Procedurally Generated Spelunky

• Kinect and Immersive 3D Environment

• Weebee on a Mission: A Serious Game

Page 3: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Adaptive Personalized Content Generation for FPS Games

Fourth Year Project, 2012-2013

Page 4: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Marry someone and break your addiction

Employed

o r N O T

Employed people are 2X more likely to feel anxiety and 2.25X likely to experience anger

Singlevs. Married

You are X2 likely to be addicted on angry birds if you are single than if you are married

Page 5: Showcase of My Research on Games & AI "till the end of Oct. 2014"

6%

Very anxious

17%

Somewhat anxious

22%

Neither

32%

Somewhat relaxed

23%

Veryrelaxed

Player Emotion After Playing Angry Birds

Page 6: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Simple

Easy

Just right

Tough

3%

6%

60%

31%

Player Reported Difficulty for Angry Birds

Page 7: Showcase of My Research on Games & AI "till the end of Oct. 2014"
Page 8: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Publications• A Quantitative Approach for Modeling and Personalizing Player Experience in

First-Person Shooter Games, in the Extended Proceedings of the 2013 Conference

on User Modeling, Adaptation and Personalization (UMAP 2013), 2013.

• Personalizing Content Generation in First Person Shooter Games through Player

Modeling. Submitted on Oct. 2014 to The Scientific World Journal, Special issue in

"Recent Advances in Intelligent Techniques for Games", 2015.

Page 9: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Demo

Page 10: Showcase of My Research on Games & AI "till the end of Oct. 2014"

The Big Picture of Player Modeling

Game Player

Player Experience

Model

Adaptation Model

Page 11: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Enforced Controllable features

Gameplay features

Prediction ofplayer’s emotion

Exhaustive search

Towards Adaptation

Page 12: Showcase of My Research on Games & AI "till the end of Oct. 2014"

So, how to do it in FPS game?

Page 13: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Levels Design Preference Learning Model

Adaptive Content Generation Model

level1 level2

Adapt

level20

Adapt Adapt

level21 levelN

Adapt

Page 14: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Levels Generation

Black and White

Page 15: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Items Placement (SOM)

Page 16: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Data Collection

A B

• 60 players at F.I.T.E of Damascus, Syria

Page 17: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Building the Models

Enforced Controllable features

Gameplay features

Prediction ofplayer’s emotion

Exhaustive search

Page 18: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Two Players, Engagement

Page 19: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Facial Expression

Page 20: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Facial Expression

Page 21: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Facial Expression

Page 22: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Facial Expression

Page 23: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Facial Expression

Page 24: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Facial Expression

Page 25: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Facial Expression

Page 26: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Facial Expression

Page 27: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Facial Expression

Page 28: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Facial Expression

Page 29: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Facial Expression

Page 30: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Nonverbal Signatures of Engagement in

Super Mario Bros

2013

Page 31: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Expressions during Gameplay

Page 32: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Behavioral Features

• Visual Reaction (VR)

– Bias of head on the x-axis compared to first frame (Avg. + STD)

– Bias of head on the y-axis compared to first frame (Avg. + STD)

– Left eye closed (Avg. + STD)

– Right eye closed (Avg. + STD)

– Mouth open (Avg. + STD)

• Facial Expression (FE)

– Angry % (Avg. + STD)

– Happy % (Avg. + STD)

– Sad % (Avg. + STD)

– Surprised % (Avg. + STD)

Page 33: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Behavioral features Players’ reports

of affect

Neuroevolutionary Preference Learning

Page 34: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Results

Page 35: Showcase of My Research on Games & AI "till the end of Oct. 2014"

PublicationNoor Shaker and Mohammad Shaker. Towards Understanding the Nonverbal

Signatures of Engagement in Super Mario Bros, in Proceedings of the 2014

Conference on User Modeling, Adaptation and Personalization (UMAP 2014), 2014.

Page 36: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Ropossum: Evolutionary-based Authoring Tool for Physics-based Games

Graduation Thesis, 2013

Page 37: Showcase of My Research on Games & AI "till the end of Oct. 2014"

- Popular physics based game- Can generate endless levels- All levels should be playable- Opens the imagination of all players to design, test, modify their own levels and help them achieve that.

Page 38: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Automatic Generation of Content forPhysics-based Games

Part of Graduation Thesis, 2013

Page 39: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Placing Components on Canvas

Page 40: Showcase of My Research on Games & AI "till the end of Oct. 2014"

If the game is 5 sec long,then we have 5 * 60 = 300 update

Given we have 5 actions,then we need to evaluate

243 e+10 s t a t e s

Page 41: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Simulation-based Agent for Generating Playable Content

Part of Graduation Thesis, 2013

Page 42: Showcase of My Research on Games & AI "till the end of Oct. 2014"

205 explored nodes

Solution Tree

Page 43: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Result470.1 ±525.4 sec for generating a playable level

Page 44: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Samples

Page 45: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Graduation Thesis Publications• Evolving Playable Content for Cut the Rope through a Simulation-Based Approach, in

Proceedings of Artificial Intelligence and Interactive Digital Entertainment (AIIDE 13), 2013.

• Ropossum: An Authoring Tool for Designing, Optimizing and Solving Cut the Rope Levels,

in Proceedings of Artificial Intelligence and Interactive Digital Entertainment (AIIDE 13), 2013.

• Automatic Generation and Analysis of Physics-Based Puzzle Games, in Proceedings of the

2013 IEEE Conference on Computational Intelligence and Games (CIG 2013), 2013.

Nominated for best paper award.

Page 46: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Demo

Page 47: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Projection-based Agent for Generating Playable Content for Physics-based Games

2014

Page 48: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Projection-based Agent

Page 49: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Projection-based Agent

Page 50: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Projection-based Agent

Page 51: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Projection-based Agent

Page 52: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Projection-based Agent

Page 53: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Projection-based Agent

Page 54: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Projection-based Agent

Page 55: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Projection-based Agent

Page 56: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Demo

Page 57: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Supervised Projects

2013 and 2014

Page 58: Showcase of My Research on Games & AI "till the end of Oct. 2014"

InfiSpelunkyA Procedural Method for Automatic Generation of

Spelunky Levels

Walaa Baghdadi, Fawzya Shams Eddin, Rawan Al-Omari, Ziena Alhalawani, Mohammad Shaker and Noor Shaker

2013

Page 59: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Spelunky Level Structure

Page 60: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Evolutionary-based Generation

Page 61: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Controlling Difficulty

10% 90%

Page 62: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Results Analysis, Solution Path Length

10% 50% 90%

Page 63: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Weebee on a MissionA Serious Game for Better Understanding the

Behavior Differences Between Children

Rawan Al-Omari, Walaa Baghdadi, Ziena Alhalawani, Mohammad Shaker and Noor Shaker

2014

Page 64: Showcase of My Research on Games & AI "till the end of Oct. 2014"

O n a M i s s i o n

Page 65: Showcase of My Research on Games & AI "till the end of Oct. 2014"

A Survey

Survey

Intelligent robot (a bot)

Game

6%

11%

83%

In case you want a product to inspect and change your child

behavior, what would it be?

Page 66: Showcase of My Research on Games & AI "till the end of Oct. 2014"

A Survey

Discuss it

Indirect Influence

Ignore it

41%

52%

6%

If there is a problem in your child behavior, what would do

you do?

Page 67: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Questionnaire to Game Scenario

Question Answer

Page 68: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Questionnaire to Game Scenario

Question Game Scenario

Page 69: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Questionnaire to Game Scenario

“Do you help other

kids in need?”

Page 70: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Game Environments

Park School Kitchen

Page 71: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Data Collection8-12 years old children

100 players [50 males, 50 females]

Page 72: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Utilizing Kinect Control for More Immersive Interaction with 3D Environments

Saeed Hajali, Kinda Tarboush, Marah Halaweh, Mohammad Shaker and Noor Shaker

2014

Page 73: Showcase of My Research on Games & AI "till the end of Oct. 2014"

“Why using a

stylus when God

gave us five

fingers!”

Steve Jobs when introducing

the first iPhone, 2010

Page 74: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Hand GestureVoice Command

Interaction with the Environment

Page 75: Showcase of My Research on Games & AI "till the end of Oct. 2014"

The Immersion Process

Player

Sketch

Generating

basic Level

Canvas

Allow Edit and

Generation of

Content

Page 76: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Select

Rotate

Delete

Move

T he ge s tu re s

that we use

Page 77: Showcase of My Research on Games & AI "till the end of Oct. 2014"

The Application

Page 78: Showcase of My Research on Games & AI "till the end of Oct. 2014"

One more thing..

Page 79: Showcase of My Research on Games & AI "till the end of Oct. 2014"

A Progressive, Evolutionary-based Approach for

Generating Playable Content for Games

2014

Page 80: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Time(MS)

Level Timeline

Page 81: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Level EndLevel Start

Time(MS)

Level Timeline

Page 82: Showcase of My Research on Games & AI "till the end of Oct. 2014"

0 300 500 1000 1700 2800

Action02

Level EndLevel Start

Time(MS)

Action04

Action03

Action05

Action01

Level Timeline

Page 83: Showcase of My Research on Games & AI "till the end of Oct. 2014"

0 300 500 1000 1700 2800

Rope cut

Level EndLevel Start

Time(MS)

Rocket press OmNom feed

Rope cut

Level Timeline in Cut the Rope

Page 84: Showcase of My Research on Games & AI "till the end of Oct. 2014"

0 300 500 1000 1700 2800

Dock Down

Level EndLevel Start

Time(MS)

Collect

Stomp

Win

Jump

Level Timeline in Super Mario Bros

Page 85: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Why is it Progressive/Aggressive?

Game Timeline Generator

Page 86: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Why is it Progressive/Aggressive?

Game Timeline Generator

Grammatical Evolution Individuals

0 300 500 1000 1700 2800

Rope

cut

Level

End

Level

Start

Time(MS)

Rocket

press

Aircush

pressOmNom feed

Rope

cut

0 300 500 1000 1700 3200

Rope

cut

Level

End

Level

Start

Time(M

S)

Rocket

press

Bubble

PressOmNom feed

Rope

cut

0 300 500 1000 1700 2800

Rope

cut

Level

End

Level

Start

Time(M

S)

Rocket

press

Aircush

pressOmNom feed

Rope

cut

Page 87: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Why is it Progressive/Aggressive?

Game Timeline Generator Game Simulator

Grammatical Evolution Individuals

0 300 500 1000 1700 2800

Rope

cut

Level

End

Level

Start

Time(MS)

Rocket

press

Aircush

pressOmNom feed

Rope

cut

0 300 500 1000 1700 3200

Rope

cut

Level

End

Level

Start

Time(M

S)

Rocket

press

Bubble

PressOmNom feed

Rope

cut

0 300 500 1000 1700 2800

Rope

cut

Level

End

Level

Start

Time(M

S)

Rocket

press

Aircush

pressOmNom feed

Rope

cut

Page 88: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Why is it Progressive/Aggressive?

Game Timeline Generator Game Simulator

Grammatical Evolution Individuals

0 300 500 1000 1700 2800

Rope

cut

Level

End

Level

Start

Time(MS)

Rocket

press

Aircush

pressOmNom feed

Rope

cut

0 300 500 1000 1700 3200

Rope

cut

Level

End

Level

Start

Time(M

S)

Rocket

press

Bubble

PressOmNom feed

Rope

cut

0 300 500 1000 1700 2800

Rope

cut

Level

End

Level

Start

Time(M

S)

Rocket

press

Aircush

pressOmNom feed

Rope

cut

Mapper

Aircush press

From TLE to

Level Structure

Page 89: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Why is it Progressive/Aggressive?

Game Timeline Generator Game Simulator

Grammatical Evolution Individuals

0 300 500 1000 1700 2800

Rope

cut

Level

End

Level

Start

Time(MS)

Rocket

press

Aircush

pressOmNom feed

Rope

cut

0 300 500 1000 1700 3200

Rope

cut

Level

End

Level

Start

Time(M

S)

Rocket

press

Bubble

PressOmNom feed

Rope

cut

0 300 500 1000 1700 2800

Rope

cut

Level

End

Level

Start

Time(M

S)

Rocket

press

Aircush

pressOmNom feed

Rope

cut

Mapper

Simulation, Mechanics, Game Rules

Simulator

Aircush press

From TLE to

Level Structure

Page 90: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Why is it Progressive/Aggressive?

Game Timeline Generator Game Simulator

Grammatical Evolution Individuals

0 300 500 1000 1700 2800

Rope

cut

Level

End

Level

Start

Time(MS)

Rocket

press

Aircush

pressOmNom feed

Rope

cut

0 300 500 1000 1700 3200

Rope

cut

Level

End

Level

Start

Time(M

S)

Rocket

press

Bubble

PressOmNom feed

Rope

cut

0 300 500 1000 1700 2800

Rope

cut

Level

End

Level

Start

Time(M

S)

Rocket

press

Aircush

pressOmNom feed

Rope

cut

Mapper

Simulation, Mechanics, Game Rules

Simulator

Aircush press

From TLE to

Level Structure

Assign Fitness Score

Page 91: Showcase of My Research on Games & AI "till the end of Oct. 2014"

The Mapping Process

Start with ropes Rope_cut Rope_cut Aircushion_press

rope_cut(200) rope_cut(500) aircuhion_press(700) rocket_press(1100) OmNom_feed(0)

Page 92: Showcase of My Research on Games & AI "till the end of Oct. 2014"

The Mapping Process

Rocket_press Rocket_pressGenerated

Level Structure

rope_cut(200) rope_cut(500) aircuhion_press(700) rocket_press(1100) OmNom_feed(0)

Page 93: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Ok, this is co ol

But is it just Cut the Rope that can

be progressively generated?

Page 94: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Nope.

Page 95: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Did you apply it somewhere else?

Page 96: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Yeeeeah.

Page 97: Showcase of My Research on Games & AI "till the end of Oct. 2014"

NEXT and iNversion

visit: www.mohammadshaker.com

Page 98: Showcase of My Research on Games & AI "till the end of Oct. 2014"

NEXT www.mohammadshaker.com/next.html

Page 99: Showcase of My Research on Games & AI "till the end of Oct. 2014"

NEXT www.mohammadshaker.com/next.html

Page 100: Showcase of My Research on Games & AI "till the end of Oct. 2014"

iNversion www.mohammadshaker.com/inversion.html

Page 101: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Keep tuned cause more interesting stuff are coming!

Page 102: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Keep updated at: www.mohammadshaker.com

Four new games

at the beginning of 2015[ they are.. ]

Page 103: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Keep updated at: www.mohammadshaker.com

Four new games

at the beginning of 2015[ they are.. ]

Page 104: Showcase of My Research on Games & AI "till the end of Oct. 2014"

Visit my website, play NEXT, iNversion.

www.mohammadshaker.com@ZGTRShaker

Let’s connect!

Page 105: Showcase of My Research on Games & AI "till the end of Oct. 2014"

T h a n k yo u

Page 106: Showcase of My Research on Games & AI "till the end of Oct. 2014"

T h a n k yo u N o o n a