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Measuring Entertainment and Automatic Generation of Entertaining Games. PhD Thesis Defense Zahid Halim Date: 23 rd November 2010 http:// ming.org.pk/zahid.htm . Supervised By: Dr. Rauf Baig. Presentation Outline. Introduction Problem Statement Thesis Objective Contribution
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Measuring Entertainment and Automatic Generation of Entertaining Games PhD Thesis Defense Zahid Halim Date: 23rd November 2010 http://ming.org.pk/zahid.htm Supervised By: Dr. Rauf Baig
Presentation Outline • Introduction • Problem Statement • Thesis Objective • Contribution • Proposed Metrics • Board Based Games • Predator/prey Games • Conclusion • Future Plans • Major Achievements • Questions • Bibliography
Problem Statement • Abundance of Games • Game Development Process • Issues • Quantifying entertainment • Writing new games/versions
Thesis Objective • Define entertainment in games • Develop a quantitative measure of entertainment • Computational Intelligence to generate entertaining games • Verify evolved game’s entertainment
Entertainment MetricsBoard Based Games • Duration of the Game • Intelligence for Playing the Game • Dynamism Exhibited by the Pieces • Usability of the Play Area
Duration of the Game Metrics • Calculated by playing the game n times • Taking average number of moves over these n games • Maximum moves are fixed at 100
Intelligence for Playing the Game Metrics • Number of wins of an intelligent controller over one making random moves • Higher number of wins against the random controller means that the game requires intelligence to be played and does not have too many frustrating dead ends • IK is 1 if intelligent controller wins the game otherwise it is 0
Dynamism Exhibited by the Pieces Metrics • Game whose rules encourage greater dynamism of movement in its pieces would be more entertaining
Usability of the Play Area Metrics • It is interesting to have the play area maximally utilized during the game
Combined fitness • All chromosomes evaluated separately according to each of the four metrics • Then the population is sorted on each of the metrics separately • A rank based fitness is assigned to each chromosome. • The best chromosome assigned the highest fitness • Ranks multiplied by weights
Entertainment Metrics Predator/prey Games • Duration of the Game • Appropriate Level of Challenge • Diversity • Usability
Duration of the Game Metrics • In order to evolve games of short to medium duration we have fixed the upper bound of steps to 100 • 3 to 5 minute game if played with arrow keys • Premature death of agent possible • The death possibility of the agent should not be very high • Case the resulting games short and frustrating • Depend upon the agent playing the game
Appropriate Level of ChallengeMetrics • High score, achieved easily and similarly too low • Not challenging enough • Game rules should provide an appropriate level of challenge • Factor of uncertainty in the rules of the game
Diversity Metrics • The diversity of the game is based upon the diversity of the pieces in the game • The behavior of the moving pieces of the game should be sufficiently diverse so that it cannot be easily predicted
Usability Metrics • It is interesting to have the play area maximally utilized during the game • If most of the moving pieces remain in a certain region of the play area then the resulting game may seem strange
Combined fitness • All chromosomes evaluated separately according to each of the four metrics • Then the population is sorted on each of the metrics separately • A rank based fitness is assigned to each chromosome • The best chromosome assigned the highest fitness • Ranks multiplied by weights
Random Controller • Input: Game Board current state • Generate all legal moves • Store the moves in a queue • Shuffle the queue • If not mandatory to kill • Randomly select a move from the queue. • Else • Select a move that captures an opponent's piece, if such move exists • Otherwise, randomly select a move from the queue. • Output: Next move to take
Min-Max based Controller • Input: Game Board current state • For each piece • priority=0 • For each piece • if is piece of honor • priority = priority +1 000 • if movement logic all directions • priority = priority + 8 • if movement logic diagonal Forward and Backward • priority = priority + 7 • if movement logic Straight Forward and Backward • priority = priority + 7 • if movement logic diagonal Forward • priority = priority + 6 • if movement logic Straight Forward • priority = priority + 6 • if movement logic L shaped • priority = priority + 5 • if capturing logic step into • priority = priority + 4 • if capturing logic step over • priority = priority + 3 • Count the number of pieces of Player A • Multiply the number of pieces of a type with its relevant priority • Count the number of pieces of Player B • Multiply the number of pieces of a type with its relevant priority • Calculate boardValue = WeightSumofA-WeightSumofB • Check if the Piece of Honour is dead add -1000 to boardValue • Check if the Piece of Honour is NOT dead add +1000 to boardValue • Output: boardValue
Experimentation Setup • 1+1 Evolutionary Strategy (ES) • 10 chromosomes are randomly initialized • The evolutionary algorithm is run for 100 iterations • Mutation only with probability of 30 percent • One parent produce one child • Fitness difference is calculated • If it is greater than 4 (at least half times better) child is promoted to the next population
Learnability of Evolved Games 1/2 • Schmidhuber’s theory of artificial curiosity • Chellapilla’s architecture of the controller for checkers player • 5 layers in the ANN • Input with 64 neurons • First hidden layer with 91 neurons • Second hidden layer with 40 neurons • Third with 10 neurons • Output layer with 1 neuron. • Hyperbolic tangent function is used in each neuron • Connection weights range is [-2, 2]
Learnability of Evolved Games 2/2 • The training of the ANN is done using co-evolution • GA population is initialized representing weight • Each individual played against randomly selected 5 others • Mutation only
User Survey • Human user survey on 10 subjects • Chosen such that they have at least some level of interest towards computer games
Predator/prey GamesSearch Space • 14 X 14 grid excluding the boundary walls. • Couple of walls at fixed positions and of size 7 cells • There is one player controlled by the human player. • There are N (0-20)other pieces of M (1,2 and 3) types • Maximum duration 100 game steps • Finish game • Agent dies • Maximum score is achieved • Maximum game steps utilized • Movement logic • No movement • Clockwise • Counter clockwise • Random • Random direction • Collision logic • no effect • random relocation to a new location on the grid • death • Scoring logic • +1, -1, 0
Rule Based Controller • The controller notes the nearest piece (if any) in each of the four directions moves one step towards the nearest score increasing piece • If there are no score increasing piece, step according to priority list • Move in the empty direction • If more than one such directions move towards farthest • Move towards score neutral piece • Move towards score decreasing piece • Move towards death causing piece
∆xr Connection Edges Connection Edges Connection Edges ∆yr Nu ∆xg Nd ∆yg Nl ∆xb Nr ∆yb Neural Network Based Controller • Multi-layer fully feed forward • 6 neurons in the input layer • 5 neurons in the hidden layer • 4 output layer neurons • Sigmoid activation function • Edges weights -5 to +5
Experimentation Setup • 10 chromosomes are randomly initialized by the GA • One offspring is created for each chromosome • Duplicating it • Mutating any one of its gene • Results in 20 chromosomes from which 10 best chosen • 100 generations
Duration of game Appropriate level of challenge Diversity Usability Combined Fitness
User Survey • 10 subjects • Conducted in two different sets on different days • Rule based controller • ANN based controller • Each individual was given 6 games • Play 2 times
Conclusion • Identified the entertainment factors • Introduced entertainment metrics • Board based genre of games • Video games • Predator/prey • Entertainment factors dependent on genre • Automatic generation of entertaining games • Verification • Learnability of Evolved Games • User survey
Limitations • Appropriate for offline mode • Processor intensive • Multiple times
Future Plans • Multi objective genetic algorithm • Model the behavior of a particular human player • Evolving content for games against his/her playing patterns • Physical activating games for medical science
Measuring Entertainment and Automatic Generation of Entertaining Games Thank you for your patience Questions
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