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Adaptive Games
Content Generation
     “Mario”
          Mohammad Shaker
     Department of Artificial Intelligence
         IT University of Damascus
    Seminar of Artificial Neural Networks
                    ZGTR
Outline
•   Readings
•   Motivation
•   The proposed approach
•   Experiments
•   ANN Implementation
•   Results
•   Conclusion
Readings
• Towards Automatic Personalized Content
  Generation for Platform Games
  Noor Shaker, Georgios N. Yannakakis, Member, IEEE, and Julian Togelius,
  Member, IEEE



• Feature Analysis for Modeling Game Content
  Quality
  Noor Shaker, Georgios N. Yannakakis, Member, IEEE, and Julian Togelius,
  Member, IEEE
Motivation
Motivation
Motivation
Motivation
Motivation
Motivation
Motivation
The Big Picture
The Big Picture
Game       Player
The Big Picture
Game       Player
The Big Picture
Game                       Player




       Player Experience
            Model
The Big Picture
Game                       Player




       Player Experience
            Model




       Game Adaptation
The Big Picture
Game                       Player




       Player Experience
            Model




       Game Adaptation
The Big Picture
Game                       Player




       Player Experience
            Model




       Game Adaptation
The Big Picture
Game                       Player




       Player Experience
            Model




       Game Adaptation
The Game
The Game
Open Questions!
   Session period? (frequency of adaptation)
   The most useful information about game content?
   Game aspects with major affect on player
    experience?
Open Questions!
   Session period? (frequency of adaptation)
   The most useful information about game content?
   Game aspects with major affect on player
    experience?
Approach


Design
Approach


Design     Collect
            Data
Approach


                      Model
Design     Collect   Player’s
            Data     Emotion
Data Collection
 40 small levels
(one-third of usual size)
 600 game pairs

 Features
       Six controllable features
       Players preferences of engagement
Data Collection
 40 small levels
(one-third of usual size)
 600 game pairs

 Features
       Six controllable features
       Players preferences of engagement
Data Collection - Controllable Features
   number of gaps
   average width of gaps
   number of enemies
   number of powerups
   number of boxes
   Enemies placement
       Around horizontal boxes
       Around gaps
       Random placement
Experiments
Experiment 1
   How long the game session should be in order to be
    able to extract useful information?
Experiment 1
   How long the game session should be in order to be
    able to extract useful information?
Segmentation
Segmentation
Content-Driven Preference Learning
• It’s the use of genetic algorithms to evolve the
  weight of neural networks to learn preference data.
Content-Driven Preference Learning
• It’s the use of genetic algorithms to evolve the
  weight of neural networks to learn preference data.



Levels
Content-Driven Preference Learning
• It’s the use of genetic algorithms to evolve the
  weight of neural networks to learn preference data.



Levels   Segmentation
Content-Driven Preference Learning
• It’s the use of genetic algorithms to evolve the
  weight of neural networks to learn preference data.



                         Feature
Levels   Segmentation
                        extraction
Content-Driven Preference Learning
• It’s the use of genetic algorithms to evolve the
  weight of neural networks to learn preference data.


                                     NeuroEvolutionary
                         Feature        preference
Levels   Segmentation
                        extraction       learning
Content-Driven Preference Learning
• It’s the use of genetic algorithms to evolve the
  weight of neural networks to learn preference data.


                                     NeuroEvolutionary
                         Feature                           Player’s
Levels   Segmentation                   preference
                        extraction                       Engagement
                                         learning
Content-Driven Preference Learning




                Feature
               extraction




            NeuroEvolutionary
               preference
                learning
Feature            Feature             Feature
    extraction         extraction          extraction




NeuroEvolutionary   NeuroEvolutionary   NeuroEvolutionary
   preference          preference          preference
    learning            learning            learning
Experiment 2
   How can we extract the most useful information
    about game content?
Experiment 2
   How can we extract the most useful information
    about game content?
Game Content Representation
   Statistical features




   Sequences
Game Content Representation
   Statistical features
       Six controllable features
       Used for level generation




   Sequences
Game Content Representation
   Statistical features
        Six controllable features
        Used for level generation




   Sequences
        Numbers representing different types of game content
        o Platform structure, S
        o Enemies placement, Ep
        o Enemies and items placement, D
Sequence Mining
Sequence Mining
Sequence Mining-SPADE




              SPADE              occurrences
                      Frequent
  40 levels           Subseq.
    seq.
Content-Driven Preference Learning

                     ANN-
 Statistical   NeuroEvolutionary    Player’s
  features        Preference       Engagement
                   Learning




                     ANN-
Sequential     NeuroEvolutionary    Player’s
 features         Preference       Engagement
                   Learning
Experiment 3
   What are the game aspects that have the major
    affect on player experience?
Experiment 3
   What are the game aspects that have the major
    affect on player experience?
Content-Driven Preference Learning



Statistical                    ANN-
 features
               Feature    NeuroEvolutionary     Player’s
Sequential    selection      Preference       Engagement
 features                     Learning
ANN Implementation
ANN Implementation
• Multilayer perceptrons (MLPs)
   o ANN inputs
      • Controllable features
      • Sequences as features
   o ANN output
      • Value of the engagement preference
ANN Training
• Genetic algorithms (GAs)
  o No prescribed target outputs
ANN Training
• Genetic algorithms (GAs)
  o No prescribed target outputs


• How it works?
ANN Training
• Genetic algorithms (GAs)
  o No prescribed target outputs


• How it works?


                players’            magnitude of
               reported            corresponding
              emotional            model (ANN)
             preferences               output
ANN Training
• Genetic algorithms (GAs)
  o No prescribed target outputs


• How it works?


                players’
               reported
              emotional
             preferences           -    magnitude of
                                       corresponding
                                       model (ANN)
                                           output
ANN Implementation
ANN Implementation

 SF

 CF
ANN Implementation

 SF

 CF
Optimizing Neural Networks Topologies
•   2 hidden layers (Max.)
Optimizing Neural Networks Topologies
•   2 hidden layers (Max.)
•   Multiple experiments
       1 hidden layer, Adding two neurons at each step
           2 neurons - 8 neurons
Optimizing Neural Networks Topologies
•   2 hidden layers (Max.)
•   Multiple experiments
       1 hidden layer, Adding two neurons at each step
           2 neurons - 8 neurons
       2 hidden layers, Adding two neurons at each step
           1st Hidden layer
                 2 neurons - 10 neurons
           2nd Hidden layer
                 2 neurons - 8 neurons
Optimizing Neural Networks Topologies
•   2 hidden layers (Max.)
•   Multiple experiments
       1 hidden layer, Adding two neurons at each step
           2 neurons - 8 neurons
       2 hidden layers, Adding two neurons at each step
           1st Hidden layer
                 2 neurons - 10 neurons
           2nd Hidden layer
                 2 neurons - 8 neurons
ANN Adaptation
ANN Implementation

 SF

 CF
ANN Adaptation

SF        Prediction of
            player’s
CF          emotion
ANN Adaptation

SF               Prediction of
                   player’s
CF                 emotion




     Gaps #: 4-10
     Gaps width: 10-30
     Gaps placement: 0-1
     Switch:0-1
ANN Adaptation

SF                       Prediction of
                           player’s
CF                         emotion




Exhaustive
  search
             Gaps #: 4-10
             Gaps width: 10-30
             Gaps placement: 0-1
             Switch:0-1
ANN Adaptation

SF                       Prediction of
                           player’s
CF                         emotion




Exhaustive
  search
             Gaps #: 4-10
             Gaps width: 10-30
             Gaps placement: 0-1
             Switch:0-1
ANN Adaptation




level1      level2           level20       level21       level50


    Adapt            Adapt         Adapt         Adapt
Neural Networks Input Representation



Statistical                    ANN-
 features
               Feature    NeuroEvolutionary     Player’s
Sequential    selection      Preference       Engagement
 features                     Learning
Game Content Representation


Statistical
 features
               Feature
Sequential    selection
 features
Game Content Representation
Game Content Representation




      The best-performing MLP models evaluated on occurrences
of frequent subsequences of length three extracted from the 40 levels
MLPs Performance on Full Information
           about Game Content




 The topology and performance of the best MLP models evaluated on full and
partial information about game content. the MLP performance presented is the
                      average performance over 20 runs.
Results




   The performance and topologies of MLP models evaluated on full and partial
information of game content using statistics from the game window and from two
  and three segments to which the window has been divided. The performance
                    presented is the average over five runs.
Content-Driven Preference Learning



Statistical                    ANN-
 features
               Feature    NeuroEvolutionary     Player’s
Sequential    selection      Preference       Engagement
 features                     Learning
Conclusion
   Combining both sequential and statistical features
    gives better results in predicting players' reported
    emotional state.
   Partitioning the level causes a significant decrease
    (p < 0.05) in the accuracy of predicting player’s
    reported engagement. This suggests that there
    might be information loss because of decomposing
    the data and that this loss causes a performance
    decrease.
   Multiple perspectives can be done in reference to
    this study which is already going on!
Thank you!

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Adaptive Games Content Generation - 2D Mario

  • 1. Adaptive Games Content Generation “Mario” Mohammad Shaker Department of Artificial Intelligence IT University of Damascus Seminar of Artificial Neural Networks ZGTR
  • 2. Outline • Readings • Motivation • The proposed approach • Experiments • ANN Implementation • Results • Conclusion
  • 3. Readings • Towards Automatic Personalized Content Generation for Platform Games Noor Shaker, Georgios N. Yannakakis, Member, IEEE, and Julian Togelius, Member, IEEE • Feature Analysis for Modeling Game Content Quality Noor Shaker, Georgios N. Yannakakis, Member, IEEE, and Julian Togelius, Member, IEEE
  • 14. The Big Picture Game Player Player Experience Model
  • 15. The Big Picture Game Player Player Experience Model Game Adaptation
  • 16. The Big Picture Game Player Player Experience Model Game Adaptation
  • 17. The Big Picture Game Player Player Experience Model Game Adaptation
  • 18. The Big Picture Game Player Player Experience Model Game Adaptation
  • 21. Open Questions!  Session period? (frequency of adaptation)  The most useful information about game content?  Game aspects with major affect on player experience?
  • 22. Open Questions!  Session period? (frequency of adaptation)  The most useful information about game content?  Game aspects with major affect on player experience?
  • 24. Approach Design Collect Data
  • 25. Approach Model Design Collect Player’s Data Emotion
  • 26. Data Collection  40 small levels (one-third of usual size)  600 game pairs  Features  Six controllable features  Players preferences of engagement
  • 27. Data Collection  40 small levels (one-third of usual size)  600 game pairs  Features  Six controllable features  Players preferences of engagement
  • 28. Data Collection - Controllable Features  number of gaps  average width of gaps  number of enemies  number of powerups  number of boxes  Enemies placement  Around horizontal boxes  Around gaps  Random placement
  • 30. Experiment 1  How long the game session should be in order to be able to extract useful information?
  • 31. Experiment 1  How long the game session should be in order to be able to extract useful information?
  • 34. Content-Driven Preference Learning • It’s the use of genetic algorithms to evolve the weight of neural networks to learn preference data.
  • 35. Content-Driven Preference Learning • It’s the use of genetic algorithms to evolve the weight of neural networks to learn preference data. Levels
  • 36. Content-Driven Preference Learning • It’s the use of genetic algorithms to evolve the weight of neural networks to learn preference data. Levels Segmentation
  • 37. Content-Driven Preference Learning • It’s the use of genetic algorithms to evolve the weight of neural networks to learn preference data. Feature Levels Segmentation extraction
  • 38. Content-Driven Preference Learning • It’s the use of genetic algorithms to evolve the weight of neural networks to learn preference data. NeuroEvolutionary Feature preference Levels Segmentation extraction learning
  • 39. Content-Driven Preference Learning • It’s the use of genetic algorithms to evolve the weight of neural networks to learn preference data. NeuroEvolutionary Feature Player’s Levels Segmentation preference extraction Engagement learning
  • 40. Content-Driven Preference Learning Feature extraction NeuroEvolutionary preference learning
  • 41. Feature Feature Feature extraction extraction extraction NeuroEvolutionary NeuroEvolutionary NeuroEvolutionary preference preference preference learning learning learning
  • 42. Experiment 2  How can we extract the most useful information about game content?
  • 43. Experiment 2  How can we extract the most useful information about game content?
  • 44. Game Content Representation  Statistical features  Sequences
  • 45. Game Content Representation  Statistical features  Six controllable features  Used for level generation  Sequences
  • 46. Game Content Representation  Statistical features  Six controllable features  Used for level generation  Sequences  Numbers representing different types of game content o Platform structure, S o Enemies placement, Ep o Enemies and items placement, D
  • 49. Sequence Mining-SPADE SPADE occurrences Frequent 40 levels Subseq. seq.
  • 50. Content-Driven Preference Learning ANN- Statistical NeuroEvolutionary Player’s features Preference Engagement Learning ANN- Sequential NeuroEvolutionary Player’s features Preference Engagement Learning
  • 51. Experiment 3  What are the game aspects that have the major affect on player experience?
  • 52. Experiment 3  What are the game aspects that have the major affect on player experience?
  • 53. Content-Driven Preference Learning Statistical ANN- features Feature NeuroEvolutionary Player’s Sequential selection Preference Engagement features Learning
  • 55. ANN Implementation • Multilayer perceptrons (MLPs) o ANN inputs • Controllable features • Sequences as features o ANN output • Value of the engagement preference
  • 56. ANN Training • Genetic algorithms (GAs) o No prescribed target outputs
  • 57. ANN Training • Genetic algorithms (GAs) o No prescribed target outputs • How it works?
  • 58. ANN Training • Genetic algorithms (GAs) o No prescribed target outputs • How it works? players’ magnitude of reported corresponding emotional model (ANN) preferences output
  • 59. ANN Training • Genetic algorithms (GAs) o No prescribed target outputs • How it works? players’ reported emotional preferences - magnitude of corresponding model (ANN) output
  • 63. Optimizing Neural Networks Topologies • 2 hidden layers (Max.)
  • 64. Optimizing Neural Networks Topologies • 2 hidden layers (Max.) • Multiple experiments  1 hidden layer, Adding two neurons at each step  2 neurons - 8 neurons
  • 65. Optimizing Neural Networks Topologies • 2 hidden layers (Max.) • Multiple experiments  1 hidden layer, Adding two neurons at each step  2 neurons - 8 neurons  2 hidden layers, Adding two neurons at each step  1st Hidden layer  2 neurons - 10 neurons  2nd Hidden layer  2 neurons - 8 neurons
  • 66. Optimizing Neural Networks Topologies • 2 hidden layers (Max.) • Multiple experiments  1 hidden layer, Adding two neurons at each step  2 neurons - 8 neurons  2 hidden layers, Adding two neurons at each step  1st Hidden layer  2 neurons - 10 neurons  2nd Hidden layer  2 neurons - 8 neurons
  • 69. ANN Adaptation SF Prediction of player’s CF emotion
  • 70. ANN Adaptation SF Prediction of player’s CF emotion Gaps #: 4-10 Gaps width: 10-30 Gaps placement: 0-1 Switch:0-1
  • 71. ANN Adaptation SF Prediction of player’s CF emotion Exhaustive search Gaps #: 4-10 Gaps width: 10-30 Gaps placement: 0-1 Switch:0-1
  • 72. ANN Adaptation SF Prediction of player’s CF emotion Exhaustive search Gaps #: 4-10 Gaps width: 10-30 Gaps placement: 0-1 Switch:0-1
  • 73. ANN Adaptation level1 level2 level20 level21 level50 Adapt Adapt Adapt Adapt
  • 74. Neural Networks Input Representation Statistical ANN- features Feature NeuroEvolutionary Player’s Sequential selection Preference Engagement features Learning
  • 75. Game Content Representation Statistical features Feature Sequential selection features
  • 77. Game Content Representation The best-performing MLP models evaluated on occurrences of frequent subsequences of length three extracted from the 40 levels
  • 78. MLPs Performance on Full Information about Game Content The topology and performance of the best MLP models evaluated on full and partial information about game content. the MLP performance presented is the average performance over 20 runs.
  • 79. Results The performance and topologies of MLP models evaluated on full and partial information of game content using statistics from the game window and from two and three segments to which the window has been divided. The performance presented is the average over five runs.
  • 80. Content-Driven Preference Learning Statistical ANN- features Feature NeuroEvolutionary Player’s Sequential selection Preference Engagement features Learning
  • 81. Conclusion  Combining both sequential and statistical features gives better results in predicting players' reported emotional state.  Partitioning the level causes a significant decrease (p < 0.05) in the accuracy of predicting player’s reported engagement. This suggests that there might be information loss because of decomposing the data and that this loss causes a performance decrease.  Multiple perspectives can be done in reference to this study which is already going on!