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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
Adaptive Personalized Content Generation for FPS GamesFourth Year Project, 2012-2013
Marry someoneand break your addiction 
Employedor NOT 
Employed people are 2Xmore likely to feel 
anxiety and 2.25Xlikely to experience anger 
Singlevs. Married 
You are X2likely 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% 
Very 
relaxed 
Player Emotion After Playing Angry Birds
Simple 
Easy 
Just right 
Tough 
3% 
6% 
60% 
31% 
Player Reported Difficulty for Angry Birds
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.
Demo
The Big Picture of Player Modeling 
Game 
Player 
Player Experience 
Model 
Adaptation Model
Enforced 
Controllable features 
Gameplay features 
Prediction of 
player’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 of 
player’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 Bros2013
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 
NeuroevolutionaryPreference Learning
Results
Publication 
Noor 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 GamesGraduation Thesis, 2013
-Popular physics based game 
-Can generate endless levels 
-All levels should be playable 
-Opens the imagination of all players to design, test, modifytheir own levels and helpthem achieve that.
Automatic Generation of Content forPhysics-based GamesPart 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 
states
Simulation-based Agent for Generating Playable ContentPart of Graduation Thesis, 2013
205 explored nodes 
Solution Tree
Result 
470.1 ±525.4 secfor 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 Games2014
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 Projects2013 and 2014
InfiSpelunkyA Procedural Method for Automatic Generation of SpelunkyLevelsWalaaBaghdadi, Fawzya Shams Eddin, RawanAl-Omari, ZienaAlhalawani, Mohammad Shaker and Noor Shaker2013
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 ChildrenRawanAl-Omari, WalaaBaghdadi, ZienaAlhalawani, Mohammad Shaker and Noor Shaker2014
On a Mission
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 Collection 
8-12 years old children 
100 players [50 males, 50 females]
Utilizing Kinect Control for More Immersive Interaction with 3D EnvironmentsSaeed Hajali, Kinda Tarboush, Marah Halaweh, Mohammad Shaker and Noor Shaker2014
“Why using a 
stylus when God 
gave us five 
fingers!” 
Steve Jobs when introducing 
the first iPhone, 2010
Hand Gesture 
Voice Command 
Interaction with the Environment
The Immersion Process 
Player Sketch 
Generating basic Level Canvas 
Allow Edit and Generation of Content
Select 
Rotate 
Delete 
Move 
The gestures 
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 End 
LevelStart 
Time(MS) 
Level Timeline
0 300 500 1000 1700 2800 
Action02 
Level End 
LevelStart 
Time(MS) 
Action04 
Action03 
Action05 
Action01 
Level Timeline
0 300 500 1000 1700 2800 
Rope cut 
Level End 
LevelStart 
Time(MS) 
Rocket press 
OmNom feed 
Rope cut 
Level Timeline in Cut the Rope
0 300 500 1000 1700 2800 
Dock Down 
Level End 
LevelStart 
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 
LevelStart 
Time(MS) 
Rocket press 
Aircush press 
OmNom feed 
Rope cut 
0 300 500 1000 1700 3200 
Rope cut 
Level End 
LevelStart 
Time(MS) 
Rocket press 
Bubble 
Press 
OmNom feed 
Rope cut 
0 300 500 1000 1700 2800 
Rope cut 
Level End 
LevelStart 
Time(MS) 
Rocket press 
Aircush press 
OmNom 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 
LevelStart 
Time(MS) 
Rocket press 
Aircush press 
OmNom feed 
Rope cut 
0 300 500 1000 1700 3200 
Rope cut 
Level End 
LevelStart 
Time(MS) 
Rocket press 
Bubble 
Press 
OmNom feed 
Rope cut 
0 300 500 1000 1700 2800 
Rope cut 
Level End 
LevelStart 
Time(MS) 
Rocket press 
Aircush press 
OmNom 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 
LevelStart 
Time(MS) 
Rocket press 
Aircush press 
OmNom feed 
Rope cut 
0 300 500 1000 1700 3200 
Rope cut 
Level End 
LevelStart 
Time(MS) 
Rocket press 
Bubble 
Press 
OmNom feed 
Rope cut 
0 300 500 1000 1700 2800 
Rope cut 
Level End 
LevelStart 
Time(MS) 
Rocket press 
Aircush press 
OmNom 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 
LevelStart 
Time(MS) 
Rocket press 
Aircush press 
OmNom feed 
Rope cut 
0 300 500 1000 1700 3200 
Rope cut 
Level End 
LevelStart 
Time(MS) 
Rocket press 
Bubble 
Press 
OmNom feed 
Rope cut 
0 300 500 1000 1700 2800 
Rope cut 
Level End 
LevelStart 
Time(MS) 
Rocket press 
Aircush press 
OmNom 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 
LevelStart 
Time(MS) 
Rocket press 
Aircush press 
OmNom feed 
Rope cut 
0 300 500 1000 1700 3200 
Rope cut 
Level End 
LevelStart 
Time(MS) 
Rocket press 
Bubble 
Press 
OmNom feed 
Rope cut 
0 300 500 1000 1700 2800 
Rope cut 
Level End 
LevelStart 
Time(MS) 
Rocket press 
Aircush press 
OmNom 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_press 
Generated 
Level Structure 
rope_cut(200) rope_cut(500) aircuhion_press(700) rocket_press(1100) OmNom_feed(0)
Ok, this is coolBut is it just Cut the Rope that canbe progressivelygenerated?
Nope.
Did you apply it somewhere else?
Yeeeeah.
NEXT and iNversion 
visit: www.mohammadshaker.com
NEXTwww.mohammadshaker.com/next.html
NEXTwww.mohammadshaker.com/next.html
iNversionwww.mohammadshaker.com/inversion.html
Keep tuned cause more interesting stuff are coming!
Keep updated at: www.mohammadshaker.com 
Fournew games at the beginning of 2015[ they are.. ]
Keep updated at: www.mohammadshaker.com 
Fournew games at the beginning of 2015[ they are.. ]
Visit my website, play NEXT, iNversion. www.mohammadshaker.com@ZGTRShakerLet’s connect!
Thank you
Thank you Noona

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

  • 2. 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
  • 3. Adaptive Personalized Content Generation for FPS GamesFourth Year Project, 2012-2013
  • 4. Marry someoneand break your addiction Employedor NOT Employed people are 2Xmore likely to feel anxiety and 2.25Xlikely to experience anger Singlevs. Married You are X2likely to be addicted on angry birds if you are single than if you are married
  • 5. 6% Very anxious 17% Somewhat anxious 22% Neither 32% Somewhat relaxed 23% Very relaxed Player Emotion After Playing Angry Birds
  • 6. Simple Easy Just right Tough 3% 6% 60% 31% Player Reported Difficulty for Angry Birds
  • 8. 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.
  • 10. The Big Picture of Player Modeling Game Player Player Experience Model Adaptation Model
  • 11. Enforced Controllable features Gameplay features Prediction of player’s emotion Exhaustive search Towards Adaptation
  • 12. So, how to do it in FPS game?
  • 13. Levels Design Preference Learning Model Adaptive Content Generation Model level1 level2 Adapt level20 Adapt Adapt level21 levelN Adapt
  • 16. Data Collection A B •60 players at F.I.T.E of Damascus, Syria
  • 17. Building the Models Enforced Controllable features Gameplay features Prediction of player’s emotion Exhaustive search
  • 30. Nonverbal Signatures of Engagement in Super Mario Bros2013
  • 32. 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)
  • 33. Behavioral features Players’ reports of affect NeuroevolutionaryPreference Learning
  • 35. Publication Noor 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.
  • 36. Ropossum: Evolutionary-based Authoring Tool for Physics-based GamesGraduation Thesis, 2013
  • 37. -Popular physics based game -Can generate endless levels -All levels should be playable -Opens the imagination of all players to design, test, modifytheir own levels and helpthem achieve that.
  • 38. Automatic Generation of Content forPhysics-based GamesPart of Graduation Thesis, 2013
  • 40. 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 states
  • 41. Simulation-based Agent for Generating Playable ContentPart of Graduation Thesis, 2013
  • 42. 205 explored nodes Solution Tree
  • 43. Result 470.1 ±525.4 secfor generating a playable level
  • 45. 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.
  • 46. Demo
  • 47. Projection-based Agent for Generating Playable Content for Physics-based Games2014
  • 56. Demo
  • 58. InfiSpelunkyA Procedural Method for Automatic Generation of SpelunkyLevelsWalaaBaghdadi, Fawzya Shams Eddin, RawanAl-Omari, ZienaAlhalawani, Mohammad Shaker and Noor Shaker2013
  • 62. Results Analysis, Solution Path Length 10%50%90%
  • 63. Weebee on a MissionA Serious Game for Better Understanding the Behavior Differences Between ChildrenRawanAl-Omari, WalaaBaghdadi, ZienaAlhalawani, Mohammad Shaker and Noor Shaker2014
  • 65. 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?
  • 66. 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?
  • 67. Questionnaire to Game Scenario Question Answer
  • 68. Questionnaire to Game Scenario Question Game Scenario
  • 69. Questionnaire to Game Scenario “Do you help other kids in need?”
  • 70. Game Environments Park School Kitchen
  • 71. Data Collection 8-12 years old children 100 players [50 males, 50 females]
  • 72. Utilizing Kinect Control for More Immersive Interaction with 3D EnvironmentsSaeed Hajali, Kinda Tarboush, Marah Halaweh, Mohammad Shaker and Noor Shaker2014
  • 73. “Why using a stylus when God gave us five fingers!” Steve Jobs when introducing the first iPhone, 2010
  • 74. Hand Gesture Voice Command Interaction with the Environment
  • 75. The Immersion Process Player Sketch Generating basic Level Canvas Allow Edit and Generation of Content
  • 76. Select Rotate Delete Move The gestures that we use
  • 79. A Progressive, Evolutionary-based Approach for Generating Playable Content for Games 2014
  • 81. Level End LevelStart Time(MS) Level Timeline
  • 82. 0 300 500 1000 1700 2800 Action02 Level End LevelStart Time(MS) Action04 Action03 Action05 Action01 Level Timeline
  • 83. 0 300 500 1000 1700 2800 Rope cut Level End LevelStart Time(MS) Rocket press OmNom feed Rope cut Level Timeline in Cut the Rope
  • 84. 0 300 500 1000 1700 2800 Dock Down Level End LevelStart Time(MS) Collect Stomp Win Jump Level Timeline in Super Mario Bros
  • 85. Why is it Progressive/Aggressive? Game Timeline Generator
  • 86. Why is it Progressive/Aggressive? Game Timeline Generator Grammatical Evolution Individuals 0 300 500 1000 1700 2800 Rope cut Level End LevelStart Time(MS) Rocket press Aircush press OmNom feed Rope cut 0 300 500 1000 1700 3200 Rope cut Level End LevelStart Time(MS) Rocket press Bubble Press OmNom feed Rope cut 0 300 500 1000 1700 2800 Rope cut Level End LevelStart Time(MS) Rocket press Aircush press OmNom feed Rope cut
  • 87. Why is it Progressive/Aggressive? Game Timeline Generator Game Simulator Grammatical Evolution Individuals 0 300 500 1000 1700 2800 Rope cut Level End LevelStart Time(MS) Rocket press Aircush press OmNom feed Rope cut 0 300 500 1000 1700 3200 Rope cut Level End LevelStart Time(MS) Rocket press Bubble Press OmNom feed Rope cut 0 300 500 1000 1700 2800 Rope cut Level End LevelStart Time(MS) Rocket press Aircush press OmNom feed Rope cut
  • 88. Why is it Progressive/Aggressive? Game Timeline Generator Game Simulator Grammatical Evolution Individuals 0 300 500 1000 1700 2800 Rope cut Level End LevelStart Time(MS) Rocket press Aircush press OmNom feed Rope cut 0 300 500 1000 1700 3200 Rope cut Level End LevelStart Time(MS) Rocket press Bubble Press OmNom feed Rope cut 0 300 500 1000 1700 2800 Rope cut Level End LevelStart Time(MS) Rocket press Aircush press OmNom feed Rope cut Mapper Aircush press From TLE to Level Structure
  • 89. Why is it Progressive/Aggressive? Game Timeline Generator Game Simulator Grammatical Evolution Individuals 0 300 500 1000 1700 2800 Rope cut Level End LevelStart Time(MS) Rocket press Aircush press OmNom feed Rope cut 0 300 500 1000 1700 3200 Rope cut Level End LevelStart Time(MS) Rocket press Bubble Press OmNom feed Rope cut 0 300 500 1000 1700 2800 Rope cut Level End LevelStart Time(MS) Rocket press Aircush press OmNom feed Rope cut Mapper Simulation, Mechanics, Game Rules Simulator Aircush press From TLE to Level Structure
  • 90. Why is it Progressive/Aggressive? Game Timeline Generator Game Simulator Grammatical Evolution Individuals 0 300 500 1000 1700 2800 Rope cut Level End LevelStart Time(MS) Rocket press Aircush press OmNom feed Rope cut 0 300 500 1000 1700 3200 Rope cut Level End LevelStart Time(MS) Rocket press Bubble Press OmNom feed Rope cut 0 300 500 1000 1700 2800 Rope cut Level End LevelStart Time(MS) Rocket press Aircush press OmNom feed Rope cut Mapper Simulation, Mechanics, Game Rules Simulator Aircush press From TLE to Level Structure Assign Fitness Score
  • 91. 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)
  • 92. The Mapping Process Rocket_press Rocket_press Generated Level Structure rope_cut(200) rope_cut(500) aircuhion_press(700) rocket_press(1100) OmNom_feed(0)
  • 93. Ok, this is coolBut is it just Cut the Rope that canbe progressivelygenerated?
  • 94. Nope.
  • 95. Did you apply it somewhere else?
  • 97. NEXT and iNversion visit: www.mohammadshaker.com
  • 101. Keep tuned cause more interesting stuff are coming!
  • 102. Keep updated at: www.mohammadshaker.com Fournew games at the beginning of 2015[ they are.. ]
  • 103. Keep updated at: www.mohammadshaker.com Fournew games at the beginning of 2015[ they are.. ]
  • 104. Visit my website, play NEXT, iNversion. www.mohammadshaker.com@ZGTRShakerLet’s connect!