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By William Uther

Discover the complexities of what computer games truly offer as we delve into the realm of psychophysiological feedback and user enjoyment levels. Explore the impact of different game elements on player engagement and the quest for maximum research value. Join William Uther on a journey through Tetris, HyperMask technology, and the intriguing world of Sony Computer Science Labs in Tokyo. Learn how to decipher signals and enhance game experiences with innovative approaches. Dive deep into the dynamic interplay between human emotions and interactive technologies, unlocking new insights for future game design.

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By William Uther

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  1. “What I did on my Holidays”…including how not to write an informative talk title… … and give lots of negative results. By William Uther

  2. Outline • Where was I? • What on earth was I doing there? • What should a computer want from a game? • Psychopysiological feedback and you • What did I actually do? • Tetris, HyperMask, Measuring minds • How to get maximum impact for your research dollar

  3. Sony Computer Science Labs • I was working with Dr. Kim Binsted • Wrote the first computer punning riddle generator • Located in Tokyo • A wholly owned subsidiary of Sony • ‘Public’ labs • These people publish research papers • I didn’t get to see any cool pre-release products

  4. What should a computer want from a game?

  5. What should a computer want from a game? • To Win • Reinforce the computer player when they win

  6. What should a computer want from a game? • To Win • Reinforce the computer player when they win • To get rich! • Reinforce the computer player when Joe Sucker puts another quarter in the slot • Tell the computer the time so it can make the game harder when the arcade is usually full • Enter players initials when the game starts so it can make it harder for the good players right from the start

  7. What should a computer want from a game? • To Win • Reinforce the computer player when they win • To get rich! • Reinforce the computer player when Joe Sucker puts another quarter in the slot • To help the human have fun • Try to read the human’s level of enjoyment and use that as a reinforcement function for the computer player

  8. Using psychophysiological feedback • Measure the user as they perform some activities with varying ‘fun’ levels • Find (learn?) a mapping from physical sensors to ‘fun’ • Measure the user during a game • Measurements part of state • Measurements translated through learnt ‘fun’ model and fed in as a reinforcement signal

  9. Prior work with psychophysiological signals • Prof. Rosalind Picard, MIT • 70% accuracy distinguishing 5 emotions • Nintendo BioTetris. • Made by Seta for the Nintendo 64 • Measures user heart rate • Adjusts game play to fix heart rate at set point • High rate = exciting • Slow rate = relaxing • Very simplistic model

  10. What makes a game fun? • Traditional games • Difficulty increases with level • For a given level difficulty is fixed • E.g. Tetris • Level controls speed at which blocks drop • More play time leads to higher levels • Game design attempts to match user adaptation with level difficulty increase

  11. What makes a game fun? • “Push the player till they’re almost dead then let them win.” • Quote from Dr. Ian Davis (Activision) • Allows user to feel they overcome overwhelming odds • Used in many different genres • Leads to standard ‘level’ structure of games

  12. What makes anything fun? • Traditional western plot structure has a ‘story arc’: • Hero starts off in a ‘mundane’ existence • Gets in conflict • Almost fails • Overcomes odds to win • Story arc suggests ‘fun’ is related to change in ‘tension’ • NOT fixed tension level

  13. Wild and wooly • Maximise game satisfaction through a short ‘post-game’ period • May help overcome game addiction without sacrificing enjoyment • Allows timed games to be ended without frustration

  14. Signal detection • Using an industry standard D-A converter • Measuring multiple signals • Heart rate • Chest expansion • Jaw muscle tension • ‘Smile’ muscle tension • Galvanic skin response

  15. What I actually DID • Tetris • HyperMask • Psychphysiological measurement

  16. Tetris • There have been a number of papers published about this • Use features • Current block • Current block location • Description of top row • Height of top row • Number of gaps below top row • Linear function approximator

  17. Tetris • I tried plugging in Leemon’s WebSim • Q-Learning • Neural Net approximator • It didn’t work • Talked to Geoff Gordon recently • Use row and rotation as actions • Use Value Iteration

  18. Psychopysiological Measurements • The MIT research used pre-segmented data from a single person projecting a sequence of discrete emotions • We were trying to map continuous data to a, very noisy, continuous signal over a long time period • Didn’t manage to learn much at all • Eyeballing the data didn’t show any obvious trends either

  19. Organisation of Sony CSL • About 40 researchers • Quite a few AI researchers, but also networking, theory. . . • Want to keep budget below 0.1% of Sony’s revenue • Want to be able to sell it as “look at all the research area’s we’re covering with your money” • Spread out the reseachers over the research areas

  20. HyperMask • Nothing to do with anything I’ve talked about, but cool • Build a mask with embedded IR LEDs • Use a video camera to track it in 3D space • Use a video projector to project a ‘face’ onto the mask

  21. HyperMask • Use a face model to • Allow expression to be set • Lip sync actor’s speech in real time • Was presented at SIGGRAPH this year

  22. Other Screw-ups • Bio-amplifiers arrived late and without power supplies • Ever tried to build your own power supply in a country where you don’t speak the local language • Bio-Sensors can be very flaky • Blood Volume sensor • Be careful about extrapolating from research papers!! #@$%*

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