Presentation at IFIP ILRN 2016 in Vienna
Authors of the Paper: Johanna Pirker, Simone Griesmayr, Anders Drachen , Rafet Sifa
Link to paper: http://link.springer.com/chapter/10.1007%2F978-3-319-46100-7_8
AI is used to create parts of our games. It provides intelligent enemy behavior, techniques such as pathfinding or can be used to generate in-game content procedurally. AI can also play our games. The idea to train computers to beat humans in game-like environments such as Jeopardy!, Chess, or soccer is not a new one. But can AI also design our games? The role of Artificial Intelligence in the game development process is constantly expanding. In this talk, Dr. Pirker will talk about the importance of AI in the past, the present, and especially the future of game development.
Bleed in, Bleed Out – A Design Case in Board Game TherapyMirjam Eladhari
Presentation of a paper at Digra 2018 Conference, Turin, Italy, July 2018.
Abstract: The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, ex- amined, and understood. This paper presents design considerations from the ongoing devel- opment of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other.
A lecture in HEVGA research summer school at the University of Skövde, Sweden (Aug 21-23 2019) on Game Analysis. The focus of the lecture is in the formal analysis and some applications of it.
Four ways game research field approach narrativeMirjam Eladhari
Slides for presentation at NECS Conference Gdansk, 14.6.2019
"Four ways game research field approach narrative"
by Mirjam P Eladhari and Hartmut Koenitz
TOG: An Innovation Centric Approach to teaching Computational Expression and ...Mirjam Eladhari
Slides presenting the paper
TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design
by Mirjam P Eladhari
at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019) August 6 2019, Kyoto, Japan.
We need to start being an user before testing a Webpage and always we need to have some essential questions in our mind, because the experience that users will receive from the Website will be "a judge" for his/her future navigation.
* This presentation was made for a TechTalk.
In this workshop you will discover:
• What is usability and why is necessary for a software project;
• How an usability audit will be influenced by cultural background?
• Which are the basic questions to put when you start an usability audit?
Design and Evaluation of a Learner-Centric Immersive Learning Environment for...Johanna Pirker
Presentation of the paper "Design and Evaluation of a Learner-Centric Immersive Learning Environment for Physics Education" at the SouthCHI Conference
Date: 02/07/2013
Understanding Game Analytics & Behavioral Clustering for GamesAnders Drachen
These are the slides from my presentation at the excellent AI/Game conference in Vienna July 2014 (http://gameaiconf.com/), covering two topics: 1) a broad introduction to the practice of game analytics; 2) a description of how to use cluster analysis to build profiles of players based on game telemetry.
This talk describes game design challenges considered in the ongoing development of a tabletop game where players bring their real life problems into a the framed safe-space of a play session. The game, tentatively called Mind Shadows, is a game for two or three players who trust each other. The main aim of the design is to create play situations where players in cooperation better can understand situations in their everyday lives that are emotionally complex or difficult, and by this understanding find ways to cope with the situations.
AI is used to create parts of our games. It provides intelligent enemy behavior, techniques such as pathfinding or can be used to generate in-game content procedurally. AI can also play our games. The idea to train computers to beat humans in game-like environments such as Jeopardy!, Chess, or soccer is not a new one. But can AI also design our games? The role of Artificial Intelligence in the game development process is constantly expanding. In this talk, Dr. Pirker will talk about the importance of AI in the past, the present, and especially the future of game development.
Bleed in, Bleed Out – A Design Case in Board Game TherapyMirjam Eladhari
Presentation of a paper at Digra 2018 Conference, Turin, Italy, July 2018.
Abstract: The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, ex- amined, and understood. This paper presents design considerations from the ongoing devel- opment of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other.
A lecture in HEVGA research summer school at the University of Skövde, Sweden (Aug 21-23 2019) on Game Analysis. The focus of the lecture is in the formal analysis and some applications of it.
Four ways game research field approach narrativeMirjam Eladhari
Slides for presentation at NECS Conference Gdansk, 14.6.2019
"Four ways game research field approach narrative"
by Mirjam P Eladhari and Hartmut Koenitz
TOG: An Innovation Centric Approach to teaching Computational Expression and ...Mirjam Eladhari
Slides presenting the paper
TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design
by Mirjam P Eladhari
at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019) August 6 2019, Kyoto, Japan.
We need to start being an user before testing a Webpage and always we need to have some essential questions in our mind, because the experience that users will receive from the Website will be "a judge" for his/her future navigation.
* This presentation was made for a TechTalk.
In this workshop you will discover:
• What is usability and why is necessary for a software project;
• How an usability audit will be influenced by cultural background?
• Which are the basic questions to put when you start an usability audit?
Design and Evaluation of a Learner-Centric Immersive Learning Environment for...Johanna Pirker
Presentation of the paper "Design and Evaluation of a Learner-Centric Immersive Learning Environment for Physics Education" at the SouthCHI Conference
Date: 02/07/2013
Understanding Game Analytics & Behavioral Clustering for GamesAnders Drachen
These are the slides from my presentation at the excellent AI/Game conference in Vienna July 2014 (http://gameaiconf.com/), covering two topics: 1) a broad introduction to the practice of game analytics; 2) a description of how to use cluster analysis to build profiles of players based on game telemetry.
This talk describes game design challenges considered in the ongoing development of a tabletop game where players bring their real life problems into a the framed safe-space of a play session. The game, tentatively called Mind Shadows, is a game for two or three players who trust each other. The main aim of the design is to create play situations where players in cooperation better can understand situations in their everyday lives that are emotionally complex or difficult, and by this understanding find ways to cope with the situations.
Cognitive Evaluation of Video Games: Players' Perceptions jgackenb
Gackenbach, J.I. & Rosie, M. (2009, May). Cognitive Evaluation of Video Games: Players Perceptions. Poster presented at Future Play 2009, Vancouver, BC.
Balancing is a problem seemingly no one exactly knows how to tackle. Should you calculate it all? Should you tinker with values until you're satisfied with every detail? Should you turn to focus tests? I aim to propose a different approach and treat balance as something inherently systemic. I'm going to talk about structuring systems and content around a balanced framework. I will elaborate on my experience with such an approach in Phantom Doctrine, focusing on solutions we utilized and effective techniques required to master the balancing of a lengthy campaign in a complex game.
[Pandora 22] Boosting Game Design with Analytics - Nikola VasiljevicDataScienceConferenc1
Making a gameplay experience that players will like is not a trivial task. A lot of decisions need to be made along the way, “How hard should this boss be? Do players visit that corner of the map? Do they find the narrative appealing?“ are just some of the questions. Through playtesting and in-game telemetry we learn about our players – how they play and how they feel about our game as a whole, and its different aspects. The goal of this talk is to share our experience on how we use these insights to steer our game direction towards players’ preferences so we can deliver an enjoyable and thrilling gameplay experience.
Abstract
In recent years there have been great strides in artificial intelligence (AI), with games often serving as challenge problems, benchmarks, and milestones for progress. Poker has served for decades as such a challenge problem. Past successes in such benchmarks, including poker, have been limited to two-player games. However, poker in particular is traditionally played with more than two players. Multiplayer games present fundamental additional issues beyond those in two-player games, and multiplayer poker is a recognized AI milestone. In this paper we present Pluribus, an AI that we show is stronger than top human professionals in six-player no-limit Texas hold’em poker, the most popular form of poker played by humans. - https://science.sciencemag.org/content/early/2019/07/10/science.aay2400
Unleashing the Power of Data_ Choosing a Trusted Analytics Platform.pdfEnterprise Wired
In this guide, we'll explore the key considerations and features to look for when choosing a Trusted analytics platform that meets your organization's needs and delivers actionable intelligence you can trust.
Chatty Kathy - UNC Bootcamp Final Project Presentation - Final Version - 5.23...John Andrews
SlideShare Description for "Chatty Kathy - UNC Bootcamp Final Project Presentation"
Title: Chatty Kathy: Enhancing Physical Activity Among Older Adults
Description:
Discover how Chatty Kathy, an innovative project developed at the UNC Bootcamp, aims to tackle the challenge of low physical activity among older adults. Our AI-driven solution uses peer interaction to boost and sustain exercise levels, significantly improving health outcomes. This presentation covers our problem statement, the rationale behind Chatty Kathy, synthetic data and persona creation, model performance metrics, a visual demonstration of the project, and potential future developments. Join us for an insightful Q&A session to explore the potential of this groundbreaking project.
Project Team: Jay Requarth, Jana Avery, John Andrews, Dr. Dick Davis II, Nee Buntoum, Nam Yeongjin & Mat Nicholas
The Building Blocks of QuestDB, a Time Series Databasejavier ramirez
Talk Delivered at Valencia Codes Meetup 2024-06.
Traditionally, databases have treated timestamps just as another data type. However, when performing real-time analytics, timestamps should be first class citizens and we need rich time semantics to get the most out of our data. We also need to deal with ever growing datasets while keeping performant, which is as fun as it sounds.
It is no wonder time-series databases are now more popular than ever before. Join me in this session to learn about the internal architecture and building blocks of QuestDB, an open source time-series database designed for speed. We will also review a history of some of the changes we have gone over the past two years to deal with late and unordered data, non-blocking writes, read-replicas, or faster batch ingestion.
06-04-2024 - NYC Tech Week - Discussion on Vector Databases, Unstructured Data and AI
Discussion on Vector Databases, Unstructured Data and AI
https://www.meetup.com/unstructured-data-meetup-new-york/
This meetup is for people working in unstructured data. Speakers will come present about related topics such as vector databases, LLMs, and managing data at scale. The intended audience of this group includes roles like machine learning engineers, data scientists, data engineers, software engineers, and PMs.This meetup was formerly Milvus Meetup, and is sponsored by Zilliz maintainers of Milvus.
Analysis insight about a Flyball dog competition team's performanceroli9797
Insight of my analysis about a Flyball dog competition team's last year performance. Find more: https://github.com/rolandnagy-ds/flyball_race_analysis/tree/main
Adjusting primitives for graph : SHORT REPORT / NOTESSubhajit Sahu
Graph algorithms, like PageRank Compressed Sparse Row (CSR) is an adjacency-list based graph representation that is
Multiply with different modes (map)
1. Performance of sequential execution based vs OpenMP based vector multiply.
2. Comparing various launch configs for CUDA based vector multiply.
Sum with different storage types (reduce)
1. Performance of vector element sum using float vs bfloat16 as the storage type.
Sum with different modes (reduce)
1. Performance of sequential execution based vs OpenMP based vector element sum.
2. Performance of memcpy vs in-place based CUDA based vector element sum.
3. Comparing various launch configs for CUDA based vector element sum (memcpy).
4. Comparing various launch configs for CUDA based vector element sum (in-place).
Sum with in-place strategies of CUDA mode (reduce)
1. Comparing various launch configs for CUDA based vector element sum (in-place).
How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2
1. S C I E N C E * PA S S I O N * T E C H N O L O G Y
HOW PLAYSTYLES EVOLVE: PROGRESSION
ANALYSIS AND PROFILING IN JUST CAUSE 2
J O H A N N A P I R K E R , T U G R A Z , A U S T R I A
S I M O N E G R I E S M AY R , T U G R A Z , A U S T R I A
A N D E R S D R A C H E N , A A L B O R G U N I V E R S I T Y &
T H E PA G O N I S N E T W O R K , D E N M A R K
R A F E T S I FA , F R A U N H O F E R I A I S , G E R M A N Y
S E P T- 2 8 : : I F I P I C E C 2 0 1 6 , V I E N N A
6. GAME ANALYTICS
▸ Understanding player behaviour to create better
game experiences
▸ Understanding and identifying patterns in player data
▸ -> who is the player?
▸ -> statistics on player behaviour (retention rate,
concurrency, )
▸ …
Further reading: El-Nasr, M. S., Drachen, A., & Canossa, A. (2013).
Game analytics: Maximizing the value of player data. Springer
Science & Business Media.
7. BEHAVIOURAL PROFILING::CLUSTER ANALYSIS
▸ Finding patterns in behavioural game data
▸ Unsupervised learning strategies to find groups/
clusters of players playing in a similar way / fit various
patterns
▸ identify groups with similar behaviour and identify the
most important behavioural features in terms of
underlying patterns in the dataset
Further reading: http://blog.gameanalytics.com/blog/introducing-clustering-
behavioral-profiling-game-analytics.html
9. MAIN CONTRIBUTION
▸ Behavioural profiling through clustering with
Archetypal Analysis (AA) combined with progression
analysis in an Open-World game
▸ The main storyline of Just Cause 2 to measure
progression along multiple vectors
▸ Sankey flow diagram for a visual inspection
10. JUST CAUSE 2
▸ Progression along different vectors, seven Agency-
related missions, missions from a number of Rebel
Factions, Stronghold missions
▸ All mechanics in game available from the beginning
(direct gameplay approach)
11. DATASET
▸ Dataset provided by Square Enix
▸ Play histories from over 5000 JC2 players (2010)
▸ Various behavioural features collected:
▸ actions with
▸ in-game geographical coordinates
▸ timestamps
▸ metrics from the gameplay
▸ e.g. total kills, total chaos, kilometres driven # of
stronghold takeovers ,…
▸ Data set pre-processing (cleaning):
▸ Outliers removed: scores outside 1-99th percentile
excluded
▸ (faulty tracking or errors)
12. FEATURES
▸ Agency missions (+ reach specific level of Chaos)
▸ subset of features based on the core mechanics
▸ -> does not impact the analytical framework
▸ -> impacts the kinds of conclusions that can be
derived
14. FEATURES
▸ Spatio-temporal navigation
▸ combat performance
▸ progression through the main storyline
▸ side quests..
▸ Agency missions (+ reach specific level of Chaos)
▸ subset of features based on the core mechanics
▸ -> does not impact the analytical framework
▸ -> impacts the kinds of conclusions that can be derived
16. ANALYSIS
▸ Archetypal Analysis (AA) for behavioural profiling
▸ AA models applied to all seven agency mission bins
▸ Optimal # of clusters (k) determined for each
(analysis of the residual sum of squares for all k value
less than or equal to 20, and chose the number of
clusters with the elbow criterion)
▸ -> three main archetypes
19. RESULTS
▸ How does in-game behaviour and performance
change over the various missions?
▸ (see Sankey diagram)
▸ player behaviour changes - players do not
remain in a single cluster (also due to the
nature of the mission design)
▸ domination in exploration-based features
(e.g. playtime)
20. RESULTS
▸ How many profiles enter players on average over the
course of the game?
▸ They change at least once
▸ Avg. 2.91 clusters
21. RESULTS
▸ How can we describe player behaviour of the different
player profiles?
22. GOALS
• Improve our understanding of the different player
behaviours and factors to improve engagement
• Find issues to avoid drop-outs
• Provide tools for game designers to (visually) analyse
the game and improve the understanding of players
• Find game design flaws early and maybe also
automatically/dynamically
23. THANK YOU FOR YOUR
ATTENTION.
JOHANNA PIRKER, JPIRKER@MIT.EDU, @JOEYPRINK
Further information:
andersdrachen.com
jpirker.com
Thanks to Simone, Anders, and Rafet!!
Thanks to Square Enix!
Thanks to the reviewers!