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George Dolbier
CTO Interactive Media
IBM
What is Machine Learning?
Software that
Learns and Produces
Without
Explicit
Programming
ASK DISCOVEREXPLORE DECIDE VISUALIZE
Ask questions
for greater
insight
Natural language
dialogue &
robotics
Image Video
Audio spam OCR
Evidence-based
decisions with
with traceability
Consolidate and
visualize
Loci of Machine Learning
Try this for fun Google “Personality Insights Demo” or use this QR code to go to
https://personality-insights-livedemo.mybluemix.net/
MachineLearninginGames
Creatingbetterplayexperience
4
Case Study
Balance and Engagement
One of the hardest problems in game design is Play Balance.
Poor progression ramps, too steep, too shallow, awkward jumps, sited as #1 factor in dis-engagement
Questions posed to the team:
• Can an ML be used to balance the play experience?
• How can you tailor an experience for a specific player?
• Can the individual’s telemetry data be used to make better balance decisions?
• Can Curated content be delivered to players programmatically to produce a better overall
experience?
Case Study : Plight of the Zombie
Situation:
• Simple puzzle game
• Dozens of short 30 to 90 second experiences
• Designed by level designers
• Each level given a “curated/seeded” difficulty
For this initial use case 3 variables are considered:
1. Time it took player to complete level
2. Number of retries the player took to complete level
3. Curated difficulty metric assigned to each level
John O’Neil: Sparkplug Games
How tradeoff is used to balance the game
Show Watson Tradeoff call
Result
Player plays through tutorial levels, and seeded “easy” levels
3 Tutorial levels, 2 “easy” levels
By the 5 level enough data has been collected for Watson to begin suggesting ramp in
difficulty
Next Steps
For this simple use case next obvious steps will be:
Use all player telemetry to correct difficulty settings
Have Watson identify play patterns in player base
Have Watson tell developers progression, engagement, trends
− How long to players play
− Are players playing longer, shorter
− What is triggering in game purchase or conversation
Have Watson automatically generate freebies or offers based on struggle
MachineLearninginGames
TrulyInteractiveNPC
10
Case Study
Real time interaction with a fictional character
A Long time desire in the industry
Can you create a character, that a human can interact with?
Can you have a conversation with a character that includes
A Backstory
An Attitude
Likes, Dislikes
Conversation Not just scripted QnA tree
https://www.thesuspect.com/
The Suspect - Immersive chat thriller
Second screen app
with synchronised news alerts
and live 3D brain scan
Main screen with dynamic video, AI chat powered by Watson,
gamified experience, and transmedia storyline
Gamified conversation with
simulated points, level and rank
Contextually-served video
to match suspect’s responses
Case Study : The Suspect
Can we “Throw everything we can” into a character
And through natural conversation, bring the player into the character’s
world
3 Types of information make up the personality
1.Mind Map
2.Traditional Q and A (Word)
3.Conversation loops (how does character react to repeated questions)
8 to 10 people total, core team maxed at 6, calendar time 18
months
Core team focused development 4 months
Guy Gandy: Lead Developer for “The Suspect”
Use of Conversational technology
Conversational chat bot associated with Brazilian TV show
Average session was 20 minutes
8% of chats lasted for over an hour (Target Audience)
Site traffic increased 15%.
This lead to an increase in advertising revenue around the project's pages.
But Wait! There is More:
Alpha Go! https://deepmind.com/alpha-go
Project Aries http://goo.gl/eMAQMu
Guy Gandy HowWeGetToNext article on chatbots https://goo.gl/6xTCaf
Medical Minecraft http://goo.gl/dD8BMx
Fashion Design http://goo.gl/Ps9EBC
Google machine learning recipes : https://goo.gl/9k2ASx
Mari/o Using evolution to train neural networks https://goo.gl/Jxf73V
georged@us.ibm.com
@NoirTalon
https://www.linkedin.com/in/georgedolbier

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Looking at Machine Learning in Games

  • 2. What is Machine Learning? Software that Learns and Produces Without Explicit Programming
  • 3. ASK DISCOVEREXPLORE DECIDE VISUALIZE Ask questions for greater insight Natural language dialogue & robotics Image Video Audio spam OCR Evidence-based decisions with with traceability Consolidate and visualize Loci of Machine Learning Try this for fun Google “Personality Insights Demo” or use this QR code to go to https://personality-insights-livedemo.mybluemix.net/
  • 5. Balance and Engagement One of the hardest problems in game design is Play Balance. Poor progression ramps, too steep, too shallow, awkward jumps, sited as #1 factor in dis-engagement Questions posed to the team: • Can an ML be used to balance the play experience? • How can you tailor an experience for a specific player? • Can the individual’s telemetry data be used to make better balance decisions? • Can Curated content be delivered to players programmatically to produce a better overall experience?
  • 6. Case Study : Plight of the Zombie Situation: • Simple puzzle game • Dozens of short 30 to 90 second experiences • Designed by level designers • Each level given a “curated/seeded” difficulty For this initial use case 3 variables are considered: 1. Time it took player to complete level 2. Number of retries the player took to complete level 3. Curated difficulty metric assigned to each level John O’Neil: Sparkplug Games
  • 7. How tradeoff is used to balance the game Show Watson Tradeoff call
  • 8. Result Player plays through tutorial levels, and seeded “easy” levels 3 Tutorial levels, 2 “easy” levels By the 5 level enough data has been collected for Watson to begin suggesting ramp in difficulty
  • 9. Next Steps For this simple use case next obvious steps will be: Use all player telemetry to correct difficulty settings Have Watson identify play patterns in player base Have Watson tell developers progression, engagement, trends − How long to players play − Are players playing longer, shorter − What is triggering in game purchase or conversation Have Watson automatically generate freebies or offers based on struggle
  • 11. Real time interaction with a fictional character A Long time desire in the industry Can you create a character, that a human can interact with? Can you have a conversation with a character that includes A Backstory An Attitude Likes, Dislikes Conversation Not just scripted QnA tree https://www.thesuspect.com/
  • 12. The Suspect - Immersive chat thriller Second screen app with synchronised news alerts and live 3D brain scan Main screen with dynamic video, AI chat powered by Watson, gamified experience, and transmedia storyline Gamified conversation with simulated points, level and rank Contextually-served video to match suspect’s responses
  • 13. Case Study : The Suspect Can we “Throw everything we can” into a character And through natural conversation, bring the player into the character’s world 3 Types of information make up the personality 1.Mind Map 2.Traditional Q and A (Word) 3.Conversation loops (how does character react to repeated questions) 8 to 10 people total, core team maxed at 6, calendar time 18 months Core team focused development 4 months Guy Gandy: Lead Developer for “The Suspect”
  • 14. Use of Conversational technology Conversational chat bot associated with Brazilian TV show Average session was 20 minutes 8% of chats lasted for over an hour (Target Audience) Site traffic increased 15%. This lead to an increase in advertising revenue around the project's pages.
  • 15. But Wait! There is More: Alpha Go! https://deepmind.com/alpha-go Project Aries http://goo.gl/eMAQMu Guy Gandy HowWeGetToNext article on chatbots https://goo.gl/6xTCaf Medical Minecraft http://goo.gl/dD8BMx Fashion Design http://goo.gl/Ps9EBC Google machine learning recipes : https://goo.gl/9k2ASx Mari/o Using evolution to train neural networks https://goo.gl/Jxf73V