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Adaptive Games Content Generation “Mario” Mohammad Shaker Department of Artificial Intelligence IT University of Damascus Seminar of Artificial Neural Networks ZGTR

Adaptive Games Content Generation - 2D Mario

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Page 1: Adaptive Games Content Generation - 2D Mario

Adaptive Games Content Generation

“Mario”

Mohammad ShakerDepartment of Artificial Intelligence

IT University of DamascusSeminar of Artificial Neural Networks

ZGTR

Page 2: Adaptive Games Content Generation - 2D Mario

Outline

• Readings

• Motivation

• The proposed approach

• Experiments

• ANN Implementation

• Results

• Conclusion

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Readings• Towards Automatic Personalized Content

Generation for Platform Games Noor Shaker, Georgios N. Yannakakis, Member, IEEE, and Julian Togelius,

Member, IEEE

• Feature Analysis for Modeling Game Content

Quality Noor Shaker, Georgios N. Yannakakis, Member, IEEE, and Julian Togelius,

Member, IEEE

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Motivation

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Motivation

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Motivation

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Motivation

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Motivation

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Motivation

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Motivation

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The Big Picture

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The Big Picture

Game Player

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The Big Picture

Game Player

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The Big Picture

Game Player

Player ExperienceModel

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The Big Picture

Game Player

Player ExperienceModel

Game Adaptation

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The Big Picture

Game Player

Player ExperienceModel

Game Adaptation

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The Big Picture

Game Player

Player ExperienceModel

Game Adaptation

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The Big Picture

Game Player

Player ExperienceModel

Game Adaptation

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The Game

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The Game

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Open Questions! Session period? (frequency of adaptation)

The most useful information about game content?

Game aspects with major affect on player

experience?

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Open Questions! Session period? (frequency of adaptation)

The most useful information about game content?

Game aspects with major affect on player

experience?

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Approach

Design

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Approach

Design CollectData

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Approach

Design CollectData

ModelPlayer’s Emotion

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Data Collection 40 small levels

(one-third of usual size)

600 game pairs

Features Six controllable features

Players preferences of engagement

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Data Collection 40 small levels

(one-third of usual size)

600 game pairs

Features Six controllable features

Players preferences of engagement

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Data Collection - Controllable Features

number of gaps

average width of gaps

number of enemies

number of powerups

number of boxes

Enemies placement Around horizontal boxes

Around gaps

Random placement

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Experiments

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Experiment 1 How long the game session should be in order to be

able to extract useful information?

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Experiment 1 How long the game session should be in order to be

able to extract useful information?

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Segmentation

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Segmentation

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Content-Driven Preference Learning

• It’s the use of genetic algorithms to evolve the

weight of neural networks to learn preference data.

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Content-Driven Preference Learning

Levels

• It’s the use of genetic algorithms to evolve the

weight of neural networks to learn preference data.

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Content-Driven Preference Learning

Levels Segmentation

• It’s the use of genetic algorithms to evolve the

weight of neural networks to learn preference data.

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Content-Driven Preference Learning

LevelsFeature

extractionSegmentation

• It’s the use of genetic algorithms to evolve the

weight of neural networks to learn preference data.

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Content-Driven Preference Learning

NeuroEvolutionarypreference

learningLevels

Feature extraction

Segmentation

• It’s the use of genetic algorithms to evolve the

weight of neural networks to learn preference data.

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Content-Driven Preference Learning

NeuroEvolutionarypreference

learningLevels

Player’sEngagement

Feature extraction

Segmentation

• It’s the use of genetic algorithms to evolve the

weight of neural networks to learn preference data.

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NeuroEvolutionarypreference

learning

Feature extraction

Content-Driven Preference Learning

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Feature extraction

Feature extraction

Feature extraction

NeuroEvolutionarypreference

learning

NeuroEvolutionarypreference

learning

NeuroEvolutionarypreference

learning

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Experiment 2 How can we extract the most useful information

about game content?

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Experiment 2 How can we extract the most useful information

about game content?

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Game Content Representation

Statistical features

Sequences

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Game Content Representation

Statistical features Six controllable features

Used for level generation

Sequences

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Game Content Representation

Statistical features Six controllable features

Used for level generation

Sequences Numbers representing different types of game content

o Platform structure, S

o Enemies placement, Ep

o Enemies and items placement, D

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Sequence Mining

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Sequence Mining

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Sequence Mining-SPADE

SPADE

Frequent

Subseq.

occurrences

40 levels seq.

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Content-Driven Preference Learning

ANN-

NeuroEvolutionary

Preference

Learning

Statisticalfeatures

Player’s Engagement

ANN-

NeuroEvolutionary

Preference

Learning

Sequentialfeatures

Player’s Engagement

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Experiment 3 What are the game aspects that have the major

affect on player experience?

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Experiment 3 What are the game aspects that have the major

affect on player experience?

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Content-Driven Preference Learning

ANN-

NeuroEvolutionary

Preference

Learning

Sequentialfeatures

Player’s Engagement

Statisticalfeatures

Featureselection

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ANN Implementation

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ANN Implementation• Multilayer perceptrons (MLPs)

o ANN inputs

• Controllable features

• Sequences as features

o ANN output

• Value of the engagement preference

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ANN Training• Genetic algorithms (GAs)

o No prescribed target outputs

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ANN Training• Genetic algorithms (GAs)

o No prescribed target outputs

• How it works?

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ANN Training• Genetic algorithms (GAs)

o No prescribed target outputs

• How it works?

players’ reported

emotional preferences

magnitude of corresponding model (ANN)

output

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ANN Training• Genetic algorithms (GAs)

o No prescribed target outputs

• How it works?

players’ reported

emotional preferences

magnitude of corresponding model (ANN)

output-

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ANN Implementation

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ANN Implementation

SF

CF

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ANN Implementation

SF

CF

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Optimizing Neural Networks Topologies

• 2 hidden layers (Max.)

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Optimizing Neural Networks Topologies

• 2 hidden layers (Max.)

• Multiple experiments 1 hidden layer, Adding two neurons at each step

2 neurons - 8 neurons

Page 65: Adaptive Games Content Generation - 2D Mario

Optimizing Neural Networks Topologies

• 2 hidden layers (Max.)

• Multiple experiments 1 hidden layer, Adding two neurons at each step

2 neurons - 8 neurons

2 hidden layers, Adding two neurons at each step

1st Hidden layer

2 neurons - 10 neurons

2nd Hidden layer

2 neurons - 8 neurons

Page 66: Adaptive Games Content Generation - 2D Mario

Optimizing Neural Networks Topologies

• 2 hidden layers (Max.)

• Multiple experiments 1 hidden layer, Adding two neurons at each step

2 neurons - 8 neurons

2 hidden layers, Adding two neurons at each step

1st Hidden layer

2 neurons - 10 neurons

2nd Hidden layer

2 neurons - 8 neurons

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ANN Adaptation

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ANN Implementation

SF

CF

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ANN Adaptation

SF

CF

Prediction ofplayer’s emotion

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ANN Adaptation

SF

CF

Prediction ofplayer’s emotion

Gaps #: 4-10Gaps width: 10-30Gaps placement: 0-1Switch:0-1

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ANN Adaptation

SF

CF

Prediction ofplayer’s emotion

Exhaustive search

Gaps #: 4-10Gaps width: 10-30Gaps placement: 0-1Switch:0-1

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ANN Adaptation

SF

CF

Prediction ofplayer’s emotion

Exhaustive search

Gaps #: 4-10Gaps width: 10-30Gaps placement: 0-1Switch:0-1

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ANN Adaptation

level1 level2

Adapt

level20

Adapt Adapt

level21 level50

Adapt

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ANN-

NeuroEvolutionary

Preference

Learning

Sequentialfeatures

Player’s Engagement

Statisticalfeatures

Featureselection

Neural Networks Input Representation

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Game Content Representation

Sequentialfeatures

Statisticalfeatures

Featureselection

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Game Content Representation

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Game Content Representation

The best-performing MLP models evaluated on occurrences

of frequent subsequences of length three extracted from the 40 levels

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The topology and performance of the best MLP models evaluated on full and

partial information about game content. the MLP performance presented is the

average performance over 20 runs.

MLPs Performance on Full Information about Game Content

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Results

The performance and topologies of MLP models evaluated on full and partial

information of game content using statistics from the game window and from two

and three segments to which the window has been divided. The performance

presented is the average over five runs.

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Content-Driven Preference Learning

ANN-

NeuroEvolutionary

Preference

Learning

Sequentialfeatures

Player’s Engagement

Statisticalfeatures

Featureselection

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Conclusion

Combining both sequential and statistical features

gives better results in predicting players' reported

emotional state.

Partitioning the level causes a significant decrease

(p < 0.05) in the accuracy of predicting player’s reported engagement. This suggests that there

might be information loss because of decomposing

the data and that this loss causes a performance

decrease.

Multiple perspectives can be done in reference to

this study which is already going on!

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Thank you!