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High Level Saliency Prediction for Smart Game Balancing George Alex Koulieris Technical University of Crete George Drettakis REVES/INRIA Sophia-Antipolis Douglas Cunningham Brandenburg Technical University Cottbus Katerina Mania Technical University of Crete 1 High Level Saliency Predicting visual attention can significantly improve scene design, interactivity and rendering. For example, image synthesis can be accelerated by reducing computation on non-attended scene re- gions; attention can also be used to improve LOD. Most previous attention models are based on low-level image features, as it is com- putationally and conceptually challenging to take into account high- level factors such as scene context, topology or task. As a result, they often fail to predict saccadic targets because scene semantics strongly affect the planning and execution of fixations. In this talk, we present the first automated high level saliency predictor that in- corporates the schema [Bartlett 1932] and singleton [Theeuwes and Godijn 2002] hypotheses into the Differential-Weighting Model (DWM) [Eckstein 1998]. The scene schema effect states that a scene is comprised of objects expected to be found in a specific context as well objects out of context which are salient (Figure 1a). The singleton effect refers to the finding that viewer’s attention is captured by isolated objects (Figure 1b). We propose a new model to account for high-level object saliency as predicted by the schema and singleton hypotheses by extending the DWM. The DWM mod- els attentional processing using physiological noise in brain neu- rons and Gaussian combination rules. A GPU implementation of our model estimates the probabilities of individual objects to be foveated and is used in an innovative game level editor that auto- matically suggests game objects’ positioning. The difficulty of a game can then be implicitly adjusted since topology affects object search completion time. 2 Smart Game Balancing Gameplay greatly depends on attention deployment. Looking for an object is a common task in (Action-)Adventure games, often guid- ing level advances. Player enjoyment is crucial for the success of a computer game. Enjoyable experiences in games arise primarily from challenge [Sweetser and Wyeth 2005]. Challenge refers to the ability of a game to be sufficiently intriguing and match the player’s skill level. To date, designers mostly rely on their experience and instinct while manually placing objects in their levels. However, play-testers able to validate choices in design are not abundant to every game designer and players’ abilities vary. Integrating a high level saliency model in a level editor can significantly support the artists by automatically highlighting salient objects and, therefore, facilitate game balancing potentially reducing production time and cost. Inspired by Adventure games we designed an environment in or- der to investigate the impact of high level saliency on visual at- tention & gameplay. We conducted three formal experiments in which we systematically controlled the topology of plot critical ob- Figure 1: The record player is out of context (a) and the clepsydra is isolated (b). The books are easy to find as predicted by our tool (c). jects. Depending on the experimental condition, each object could be in a schema-consistent or a schema-inconsistent location, and could be either positioned by itself or in cluttered surroundings. We then recorded the time it took to search for them. A total of 80 participants participated. We subjected the completion times to a Multiple Linear Regression (MLR) analysis that indicated that both schema consistency and physical isolation play a statistically significant role in attention deployment. The experiments also pro- vided us with weighting parameters indicating the contribution of each hypothesis to attention prediction. We then developed a plug-in for Unity 3D TM game engine which we call High Level Saliency Modeler (HLSM). HLSM is a GPU- based implementation of our model that guides object placement in a game level editor in order to adjust game difficulty. HLSM highlights objects expected to attract attention (Figure 1c) by esti- mating in real time an object attendance posterior probability term of our extended DWM. The probabilities are calculated in real time in a shader by both quering the scene graph and utilizing an edge detection kernel run over the depth buffer. The level designer then adjusts game level difficulty based on object saliency; a novel, ex- citing way to facilitate game design. We finally validated HLSM’s efficacy in adjusting game difficulty by implementing a tool which handles the communication of an eye-tracker with the 3D environ- ment viewed and identifies fixations. The tool was used for a rigor- ous eye-tracking experiment run on a Head Mounted Display which confirmed that game level completion time depends on object topol- ogy and focus of attention is successfully predicted by our system. References BARTLETT, F. C. 1932. Remembering: An experimental and social study. Cambridge: Cambridge University. ECKSTEIN, M. P. 1998. The lower visual search efficiency for conjunctions is due to noise and not serial attentional processing. Psychological Science 9, 2, 111–118. SWEETSER, P., AND WYETH, P. 2005. Gameflow: a model for evaluating player enjoyment in games. Computers in Entertain- ment (CIE) 3, 3, 3–3. THEEUWES, J., AND GODIJN, R. 2002. Irrelevant singletons cap- ture attention: Evidence from inhibition of return. Perception & Psychophysics 64, 5, 764–770.

High Level Saliency Prediction for Smart Game Balancing

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High Level Saliency Prediction for Smart Game Balancing

George Alex KoulierisTechnical University

of Crete

George DrettakisREVES/INRIA

Sophia-Antipolis

Douglas CunninghamBrandenburg Technical

University Cottbus

Katerina ManiaTechnical University

of Crete

1 High Level Saliency

Predicting visual attention can significantly improve scene design,interactivity and rendering. For example, image synthesis can beaccelerated by reducing computation on non-attended scene re-gions; attention can also be used to improve LOD. Most previousattention models are based on low-level image features, as it is com-putationally and conceptually challenging to take into account high-level factors such as scene context, topology or task. As a result,they often fail to predict saccadic targets because scene semanticsstrongly affect the planning and execution of fixations. In this talk,we present the first automated high level saliency predictor that in-corporates the schema [Bartlett 1932] and singleton [Theeuwes andGodijn 2002] hypotheses into the Differential-Weighting Model(DWM) [Eckstein 1998]. The scene schema effect states that ascene is comprised of objects expected to be found in a specificcontext as well objects out of context which are salient (Figure 1a).The singleton effect refers to the finding that viewer’s attention iscaptured by isolated objects (Figure 1b). We propose a new modelto account for high-level object saliency as predicted by the schemaand singleton hypotheses by extending the DWM. The DWM mod-els attentional processing using physiological noise in brain neu-rons and Gaussian combination rules. A GPU implementation ofour model estimates the probabilities of individual objects to befoveated and is used in an innovative game level editor that auto-matically suggests game objects’ positioning. The difficulty of agame can then be implicitly adjusted since topology affects objectsearch completion time.

2 Smart Game Balancing

Gameplay greatly depends on attention deployment. Looking for anobject is a common task in (Action-)Adventure games, often guid-ing level advances. Player enjoyment is crucial for the success ofa computer game. Enjoyable experiences in games arise primarilyfrom challenge [Sweetser and Wyeth 2005]. Challenge refers to theability of a game to be sufficiently intriguing and match the player’sskill level. To date, designers mostly rely on their experience andinstinct while manually placing objects in their levels. However,play-testers able to validate choices in design are not abundant toevery game designer and players’ abilities vary. Integrating a highlevel saliency model in a level editor can significantly support theartists by automatically highlighting salient objects and, therefore,facilitate game balancing potentially reducing production time andcost.

Inspired by Adventure games we designed an environment in or-der to investigate the impact of high level saliency on visual at-tention & gameplay. We conducted three formal experiments inwhich we systematically controlled the topology of plot critical ob-

Figure 1: The record player is out of context (a) and the clepsydrais isolated (b). The books are easy to find as predicted by our tool(c).

jects. Depending on the experimental condition, each object couldbe in a schema-consistent or a schema-inconsistent location, andcould be either positioned by itself or in cluttered surroundings.We then recorded the time it took to search for them. A total of80 participants participated. We subjected the completion times toa Multiple Linear Regression (MLR) analysis that indicated thatboth schema consistency and physical isolation play a statisticallysignificant role in attention deployment. The experiments also pro-vided us with weighting parameters indicating the contribution ofeach hypothesis to attention prediction.

We then developed a plug-in for Unity 3DTM game engine whichwe call High Level Saliency Modeler (HLSM). HLSM is a GPU-based implementation of our model that guides object placementin a game level editor in order to adjust game difficulty. HLSMhighlights objects expected to attract attention (Figure 1c) by esti-mating in real time an object attendance posterior probability termof our extended DWM. The probabilities are calculated in real timein a shader by both quering the scene graph and utilizing an edgedetection kernel run over the depth buffer. The level designer thenadjusts game level difficulty based on object saliency; a novel, ex-citing way to facilitate game design. We finally validated HLSM’sefficacy in adjusting game difficulty by implementing a tool whichhandles the communication of an eye-tracker with the 3D environ-ment viewed and identifies fixations. The tool was used for a rigor-ous eye-tracking experiment run on a Head Mounted Display whichconfirmed that game level completion time depends on object topol-ogy and focus of attention is successfully predicted by our system.

ReferencesBARTLETT, F. C. 1932. Remembering: An experimental and social

study. Cambridge: Cambridge University.

ECKSTEIN, M. P. 1998. The lower visual search efficiency forconjunctions is due to noise and not serial attentional processing.Psychological Science 9, 2, 111–118.

SWEETSER, P., AND WYETH, P. 2005. Gameflow: a model forevaluating player enjoyment in games. Computers in Entertain-ment (CIE) 3, 3, 3–3.

THEEUWES, J., AND GODIJN, R. 2002. Irrelevant singletons cap-ture attention: Evidence from inhibition of return. Perception &Psychophysics 64, 5, 764–770.