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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
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
Adaptive Personalized Content Generation for FPS Games
Fourth Year Project, 2012-2013
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
6%
Very anxious
17%
Somewhat anxious
22%
Neither
32%
Somewhat relaxed
23%
Veryrelaxed
Player Emotion After Playing Angry Birds
Simple
Easy
Just right
Tough
3%
6%
60%
31%
Player Reported Difficulty for Angry Birds
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.
Demo
The Big Picture of Player Modeling
Game Player
Player Experience
Model
Adaptation Model
Enforced Controllable features
Gameplay features
Prediction ofplayer’s emotion
Exhaustive search
Towards Adaptation
So, how to do it in FPS game?
Levels Design Preference Learning Model
Adaptive Content Generation Model
level1 level2
Adapt
level20
Adapt Adapt
level21 levelN
Adapt
Levels Generation
Black and White
Items Placement (SOM)
Data Collection
A B
• 60 players at F.I.T.E of Damascus, Syria
Building the Models
Enforced Controllable features
Gameplay features
Prediction ofplayer’s emotion
Exhaustive search
Two Players, Engagement
Facial Expression
Facial Expression
Facial Expression
Facial Expression
Facial Expression
Facial Expression
Facial Expression
Facial Expression
Facial Expression
Facial Expression
Facial Expression
Nonverbal Signatures of Engagement in
Super Mario Bros
2013
Expressions during Gameplay
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)
Behavioral features Players’ reports
of affect
Neuroevolutionary Preference Learning
Results
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.
Ropossum: Evolutionary-based Authoring Tool for Physics-based Games
Graduation Thesis, 2013
- 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.
Automatic Generation of Content forPhysics-based Games
Part of Graduation Thesis, 2013
Placing Components on Canvas
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
Simulation-based Agent for Generating Playable Content
Part of Graduation Thesis, 2013
205 explored nodes
Solution Tree
Result470.1 ±525.4 sec for generating a playable level
Samples
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.
Demo
Projection-based Agent for Generating Playable Content for Physics-based Games
2014
Projection-based Agent
Projection-based Agent
Projection-based Agent
Projection-based Agent
Projection-based Agent
Projection-based Agent
Projection-based Agent
Projection-based Agent
Demo
Supervised Projects
2013 and 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
Spelunky Level Structure
Evolutionary-based Generation
Controlling Difficulty
10% 90%
Results Analysis, Solution Path Length
10% 50% 90%
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
O n a M i s s i o n
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?
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?
Questionnaire to Game Scenario
Question Answer
Questionnaire to Game Scenario
Question Game Scenario
Questionnaire to Game Scenario
“Do you help other
kids in need?”
Game Environments
Park School Kitchen
Data Collection8-12 years old children
100 players [50 males, 50 females]
Utilizing Kinect Control for More Immersive Interaction with 3D Environments
Saeed Hajali, Kinda Tarboush, Marah Halaweh, Mohammad Shaker and Noor Shaker
2014
“Why using a
stylus when God
gave us five
fingers!”
Steve Jobs when introducing
the first iPhone, 2010
Hand GestureVoice Command
Interaction with the Environment
The Immersion Process
Player
Sketch
Generating
basic Level
Canvas
Allow Edit and
Generation of
Content
Select
Rotate
Delete
Move
T he ge s tu re s
that we use
The Application
One more thing..
A Progressive, Evolutionary-based Approach for
Generating Playable Content for Games
2014
Time(MS)
Level Timeline
Level EndLevel Start
Time(MS)
Level Timeline
0 300 500 1000 1700 2800
Action02
Level EndLevel Start
Time(MS)
Action04
Action03
Action05
Action01
Level Timeline
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
0 300 500 1000 1700 2800
Dock Down
Level EndLevel Start
Time(MS)
Collect
Stomp
Win
Jump
Level Timeline in Super Mario Bros
Why is it Progressive/Aggressive?
Game Timeline Generator
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
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
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
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
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
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)
The Mapping Process
Rocket_press Rocket_pressGenerated
Level Structure
rope_cut(200) rope_cut(500) aircuhion_press(700) rocket_press(1100) OmNom_feed(0)
Ok, this is co ol
But is it just Cut the Rope that can
be progressively generated?
Nope.
Did you apply it somewhere else?
Yeeeeah.
NEXT and iNversion
visit: www.mohammadshaker.com
NEXT www.mohammadshaker.com/next.html
NEXT www.mohammadshaker.com/next.html
iNversion www.mohammadshaker.com/inversion.html
Keep tuned cause more interesting stuff are coming!
Keep updated at: www.mohammadshaker.com
Four new games
at the beginning of 2015[ they are.. ]
Keep updated at: www.mohammadshaker.com
Four new games
at the beginning of 2015[ they are.. ]
Visit my website, play NEXT, iNversion.
www.mohammadshaker.com@ZGTRShaker
Let’s connect!
T h a n k yo u
T h a n k yo u N o o n a