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
Employed people are 2Xmore likely to feel
anxiety and 2.25Xlikely to experience anger
You are X2likely to be addicted on angry birds if
you are single than if you are married
Player Emotion After Playing Angry Birds
Player Reported Difficulty for Angry Birds
•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.
•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)
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
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.