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Indie Series 02: AI and Recent Advances in Games

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Talking about recent advanced in AI and games like Procedural Content Generation, Emotions Modelling and Serious Games.

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Indie Series 02: AI and Recent Advances in Games

  1. 1. Recent Advances in AI & Games Mohammad Shaker Founder, Strong Emotions Wikilogia Talk, April 2015 Content Generation, Emotions and Serious Games @ZGTRShaker
  2. 2. Non-Player Character (NPC)
  3. 3. Non-Player Character (NPC)
  4. 4. Fire Propagation
  5. 5. The enemies respond to sounds and visual distractions such as fire
  6. 6. If an enemy AI is injured on the ground, he will shout out for help
  7. 7. Code Master Ego Weather Engine
  8. 8. AI beyond NPC
  9. 9. AI beyond NPC 1.  Procedural Content Generation 2.  Player-experience modeling 3.  Data Mining and User Behavior 4.  Alternate NPC Approaches
  10. 10. Procedural Content Generation
  11. 11. Procedural Content Generation
  12. 12. Procedural Content Generation
  13. 13. Procedural Content Generation
  14. 14. PCG Across Genres Dungeon Platformer Open World Physics-based Rhythm-based
  15. 15. Spelunky
  16. 16. Mario
  17. 17. No Man’s Sky
  18. 18. No Man’s Sky
  19. 19. Ropossum for Cut the Rope
  20. 20. Adaptive Personalized Content Generation for FPS Games Fourth Year Project, 2012
  21. 21. Evolving Neural Network Agents in the NERO Video Game http://nn.cs.utexas.edu/downloads/papers/stanley.cig05.pdf Believability and Adaptivity
  22. 22. Evolving Neural Network Agents in the NERO Video Game http://nn.cs.utexas.edu/downloads/papers/stanley.cig05.pdf Believability and Adaptivity
  23. 23. Evolving Neural Network Agents in the NERO Video Game http://nn.cs.utexas.edu/downloads/papers/stanley.cig05.pdf Believability and Adaptivity
  24. 24. Evolving Neural Network Agents in the NERO Video Game http://nn.cs.utexas.edu/downloads/papers/stanley.cig05.pdf
  25. 25. 6% Very anxious 17% Somewhat anxious 22% Neither 32% Somewhat relaxed 23% Very relaxed Player Emotion After Playing Angry Birds
  26. 26. 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 Single vs. Married You are X2 likely to be addicted on angry birds if you are single than if you are married
  27. 27. Simple Easy Just right Tough 3% 6% 60% 31% Player Reported Difficulty for Angry Birds
  28. 28. The Big Picture of Player Modeling Game Player Player Experience Model Adaptation Model
  29. 29. Enforced Controllable features Gameplay features Prediction of player’s emotion Exhaustive search Towards Adaptation
  30. 30. Levels Generation Black and White
  31. 31. Items Placement (SOM)
  32. 32. Facial Expression
  33. 33. Facial Expression
  34. 34. Facial Expression
  35. 35. Facial Expression
  36. 36. Facial Expression
  37. 37. Facial Expression
  38. 38. Facial Expression
  39. 39. Facial Expression
  40. 40. Facial Expression
  41. 41. Facial Expression
  42. 42. Facial Expression What?!
  43. 43. 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.
  44. 44. Nonverbal Signatures of Engagement in Super Mario Bros 2013
  45. 45. Expressions during Gameplay
  46. 46. 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)
  47. 47. 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.
  48. 48. Ropossum: Evolutionary-based Authoring Tool for Physics-based Games Graduation Thesis, 2013
  49. 49. - 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.! Ropossum
  50. 50. 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.
  51. 51. Projection-based Agent for Generating Playable Content for Physics-based Games Nominated best paper award, EvoStar, Denmark - April 2015 A Progressive Approach to Content Generation Nominated best paper award, EvoStar, Denmark - April 2015
  52. 52. Projection-based Agent
  53. 53. Projection-based Agent
  54. 54. Projection-based Agent
  55. 55. Projection-based Agent
  56. 56. Projection-based Agent
  57. 57. Projection-based Agent
  58. 58. Projection-based Agent
  59. 59. Projection-based Agent
  60. 60. Supervised Projects 2013 and 2014
  61. 61. A Procedural Method for Automatic Generation of Spelunky Levels Walaa Baghdadi, Fawzya Shams Eddin, Rawan Al-Omari, Ziena Alhalawani, Mohammad Shaker and Noor Shaker EvoStar, Denmark 2015
  62. 62. Projection-based Agent
  63. 63. Weebee on a Mission: A Serious Game for Better Understanding the Behavior Differences Between Children Rawan Al-Omari, Walaa Baghdadi, Ziena Alhalawani, Mohammad Shaker and Noor Shaker, 2014
  64. 64. O n a M i s s i o n
  65. 65. Questionnaire to Game Scenario “Do you help other ! kids in need?”!
  66. 66. Game Environments Park School Kitchen
  67. 67. Weebee on a Mission, FITE of Damascus, Syria, 2014
  68. 68. Utilizing Kinect Control for More Immersive Interaction with 3D Environments Saeed Hajali, Kinda Tarboush, Marah Halaweh, Mohammad Shaker and Noor Shaker 2014
  69. 69. “Why using a stylus when God gave us five fingers!” Steve Jobs when introducing the first iPhone, 2010
  70. 70. Hand Gesture Voice Command Interaction with the Environment
  71. 71. The Immersion Process Player Sketch Generating basic Level Canvas Allow Edit and Generation of Content
  72. 72. Select Rotate Delete Move The gestures that we use
  73. 73. The Application
  74. 74. NEXT, iNversion, Collapse, SyncSeven, unannounced title and unannounced title. visit: www.mohammadshaker.com
  75. 75. NEXT www.mohammadshaker.com/next.html
  76. 76. NEXT www.mohammadshaker.com/next.html
  77. 77. NEXT www.mohammadshaker.com/next.html
  78. 78. iNversion www.mohammadshaker.com/inversion.html
  79. 79. iNversion www.mohammadshaker.com/inversion.html
  80. 80. Collapse www.mohammadshaker.com/collapse.html
  81. 81. https://play.google.com/store/apps/details?id=com.StrongEmotionsApps.SyncSevenFREE SyncSeven on Android
  82. 82. SyncSeven on Android https://play.google.com/store/apps/details?id=com.StrongEmotionsApps.SyncSevenFREE
  83. 83. Visit my website and play NEXT, iNversion and Collapse. www.mohammadshaker.com
  84. 84. www.mohammadshaker.com @ZGTRShaker
  85. 85. Thx.

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