A presentation showcasing my research on Games and Artificial Intelligence (till the end of Oct. 2014) at IT University of Copenhagen, Copenhagen, Denmark.
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
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.
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)
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.
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.
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.
58. InfiSpelunkyA Procedural Method for Automatic Generation of SpelunkyLevelsWalaaBaghdadi, Fawzya Shams Eddin, RawanAl-Omari, ZienaAlhalawani, Mohammad Shaker and Noor Shaker2013
63. Weebee on a MissionA Serious Game for Better Understanding the Behavior Differences Between ChildrenRawanAl-Omari, WalaaBaghdadi, ZienaAlhalawani, Mohammad Shaker and Noor Shaker2014
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
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?