Methods and Implementations of Historically Accurate Game Design for First Person Shooter Video
Adaptive First Person Shooter Game Content Generation
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Transcript of Adaptive First Person Shooter Game Content Generation
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Research in
Adaptive FPS
Game Content
Generation
STYX Team, Damas. FIT
JAEGER ZGTR HASSNOV POD
2012
“STYX ENGINE”
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University of Damascus
Faculty of Information Technology
Department of Artificial Intelligence
2012
STYX Team
Ismaeel Abo-Abdalla
Mohammad Shaker
Hasan Serhan
Mehdi Zengi
Supervised By
Dr. Ammar Joukhadar
Eng. Noor Shaker
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Presentation timeline
• Research study
• Questions
• Demo
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Content
• Intro
• Modelingo Level Design – PCG
o Preference Learning Model
o Adaptive Content Generation Model
• Statistics
• Future Perspective
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Call of duty
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Call of Duty MW3
1.5 million people
night #1
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Call of Duty MW3
1.5 million people
night #1
6.5 million copies
sold on launch day
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Call of Duty MW3
1.5 million people
night #1
6.5 million copies
sold on launch day
$775 million
in first 5 days
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Call of Duty MW3
1.5 million people
night #1
6.5 million copies
sold on launch day
$775 million
in first 5 days
$1 billion
in 16 days
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Call of Duty MW3
1.5 million people
night #1
6.5 million copies
sold on launch day
$775 million
in first 5 days
$1 billion
in 16 days
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Call of Duty MW3
1.5 million people
night #1
6.5 million copies
sold on launch day
$775 million
in first 5 days
$1 billion
in 16 days
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Call of Duty MW3
1.5 million people
night #1
6.5 million copies
sold on launch day
$775 million
in first 5 days
$1 billion
in 16 days
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Call of Duty MW3
1.5 million people
night #1
6.5 million copies
sold on launch day
$775 million
in first 5 days
$1 billion
in 16 days
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Statistics
In 2005$29B worldwide business
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Statistics
In 2005$29B worldwide business
In 2008surpassed music industry
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Statistics
In 2005$29B worldwide business
In 2008surpassed music industry
In 2010$42B worldwide business
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A step further..
• Defining Problem
• Previous Contributions
• Approach
• Research - Adaptive FPS Game
Content Generationo PCG
o Preference Modeling
o Adaptive Modeling
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Defining Problem ?
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Previous Contributions
Rogue,
early 80s
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Previous Contributions
Resident Evil
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Previous Contributions
Resident Evil
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Previous Contributions
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Previous Contributions
Silent Hill
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Previous Contributions
Splinter
Cell
Double
Agent
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Previous Contributions
Splinter
Cell
Double
Agent
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Previous Contributions
Mario
Game
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The Big Picture
Game Player
Player ExperienceModel
Adaptation Model
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The Big Picture
Game Player
Player ExperienceModel
Adaptation Model
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The Big Picture
Game Player
Player ExperienceModel
Adaptation Model
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The Big Picture
Game Player
Adaptation Model
Player ExperienceModel
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Approach
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Levels
Design
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Levels
Design
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Levels
Design
Preference
Learning
Model
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Levels
Design
Preference
Learning
Model
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Levels
Design
Preference
Learning
Model
Adaptive
Content
Generation
Model
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Levels
Design
Preference
Learning
Model
Adaptive
Content
Generation
Model
level1 level2
Adapt
level20
Adapt Adapt
level21 levelN
Adapt
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Levels Design PCG
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PCGProcedural Content Generation
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PCGProcedural Content Generation
Randomly Generated Content
Playable Content
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PCGProcedural Content Generation
Randomly Generated Content
Playable Content
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PCGImplementing
Levels Generation
Waypoints Creation
Items Placement
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PCGLevels Generation
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STYX TRAILER Video
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Levels Generation
All Black
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Levels Generation
All Black
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
Black and White
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Optimizing the algorithm
Black and white grouped
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Optimizing the algorithm
Black and white grouped
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PCGWaypoints Creation
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Waypoints Creation
Waypoints
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Waypoints Creation
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Waypoints Creation
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Waypoints Creation
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Waypoints Creation
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Waypoints Creation
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Waypoints Creation
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PCGItems Placement
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Items Placement Approach
• “SOM” like
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Items Placement
𝐼𝑛𝑓𝑙𝑢𝑒𝑛𝑐𝑒 = 𝑒−𝑑𝑖𝑠𝑡𝑎𝑛𝑐𝑒
𝑛𝑒𝑖𝑔ℎ𝑏𝑜𝑟𝑖𝑛𝑔 𝑟𝑎𝑑𝑖𝑢𝑠
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Items Placement
𝑁𝑒𝑤 𝑉𝑎𝑙𝑢𝑒 = 𝑂𝑙𝑑𝑉𝑎𝑙𝑢𝑒 + 𝐼𝑛𝑓𝑙𝑢𝑒𝑛𝑐𝑒 ∗ (𝐶1 𝑉𝑎𝑙𝑢𝑒 − 𝑂𝑙𝑑𝑉𝑎𝑙𝑢𝑒)
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Items Placement
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Items Placement
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Items Placement
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Items Placement
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Items Placement
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Items Placement
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Items Placement
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Items Placement
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Items Placement, ConstraintsConstraints
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Items Placement, ConstraintsConstraints
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FPSFeatures
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Gameplay
Features
Controllable
Features
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Controllable Features
• Enemies Count
• Difficulty
• Weapons Type Percentage
• Level Type
• Ammo Distribution Percentage
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Controllable Features
• Difficulty
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Controllable Features
• Weapons Type Percentageo Explosive
o Bullets-Based
• 𝐸𝑥𝑝𝑜𝑠𝑖𝑣𝑒 𝑊𝑒𝑎𝑝𝑜𝑛𝑠% = [0,1]
• 𝐵𝑢𝑙𝑙𝑒𝑡𝑠 𝐵𝑎𝑠𝑒𝑑 𝑊𝑒𝑎𝑝𝑜𝑛𝑠 % = 1 − 𝐸𝑥𝑝𝑙𝑜𝑠𝑖𝑣𝑒 𝑊𝑒𝑎𝑝𝑜𝑛𝑠%
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Controllable Features
• Level Type
Layered Level Ceiled Arena Lava Arena
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Layered Level
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Ceiled Arena
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Lava Arena
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Controllable Features
• Ammo Distribution Percentage
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Controllable Features
• Ammo Distribution Percentage
2/18 = 1/9
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Controllable Features
• Ammo Distribution Percentage
2/18 = 1/9
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Controllable Features
• Ammo Distribution Percentage
2/18 = 1/9
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Controllable Features
• Ammo Distribution Percentage
2/18 = 1/9
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Gameplay
Features
Controllable
Features
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Gameplay Features
Shooting
Accuracy
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Gameplay Features
Shooting
Accuracy
Shooting Count
Enemy Hits
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Gameplay Features• Percentage %
o Weapons Type Usage (Explosive)
o Weapons Type Carrying
• Timeo Bullets-Based Shootingo Explosive Shootingo Per Layero Steadyo Lifetime average
• Counto Jumpingo Jump-Pado Deathso Suicideso Killing(Score)o Hits Taken
• Collectedo Extra Bulletso Healtho Armor
… etc.
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Data Collection
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STYXEVENT
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STYX Event, Facebook
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Emotional States
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• Game pair
Data Collection - Game pair Approach
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• Game pair
Data Collection - Game pair Approach
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• Game pair
Data Collection - Game pair Approach
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• Alternative Forced Choice (4-AFS)o Reported player experience and experimental protocol
Data Collection, 4-AFS Protocol
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• Alternative Forced Choice (4-AFS)o Reported player experience and experimental protocol
• How it works?o A [B] > B [A] with E
o Equally E
o Neither E
Data Collection, 4-AFS Protocol
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Data Collection
• 4 controllable featureso 24 = 16
• Nr. of pairso 𝐶 16,2 = 120
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Data Collection
• Event at Damas. FIT, March 27 and 29
• 120+ game pair over 115 players
• Signed players rights
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Data Collection
• 115 players over two days
Males
88%
Females
12%
Gender
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Data Collection
• For each player, for each pairo Controllable features
o Gameplay features
o 150 ms logging
o Cam. recording
o Preferred game for each emotion E (using 4-AFS protocol)
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Data Collection
Hit and Fail Shots
Games
Total Shots
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Levels
Design
Preference
Learning
Model
Adaptive
Content
Generation
Model
level1 level2
Adapt
level20
Adapt Adapt
level21 levelN
Adapt
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Modeling
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Adaptive
Content
Generation
Model
Preference
Learning
Model
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Preference Learning Model
DesignCollect
Data
Model
Player’s
Emotion
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• Non-Linear function
Mapping features to
preferenced data
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• Non-Linear function
• Noisy nature of the
self-reported data
Mapping features to
preferenced data
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Preference Learning Model
Prediction of
player’s
emotion
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Preference Learning Model
Prediction of
player’s
emotion?
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• SFS o Sequential Forward Selection
• Min Nr. of features
Feature Selection
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Preference Learning Model
Controllable features
Gameplay features
Prediction of
player’s
emotion
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Preference Learning Model
Controllable features
Gameplay features
Prediction of
player’s
emotion
Game Pair (A, B) features
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SLP VS. MLP
• SLP
• MLP
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SLP VS. MLP
• SLPo Linear
• MLPo Non-linear
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SLP VS. MLP
• SLPo Linear
o Expressive
• MLPo Non-linear
o More expressive
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SLP VS. MLP
• SLPo Linear
o Expressive
o Computationally affordable
• MLPo Non-linear
o More expressive
o Computationally expensive
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SLP VS. MLP
• SLPo Linear
o Expressive
o Computationally affordable
• MLPo Non-linear
o More expressive
o Computationally expensive
o Better performance
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SLP VS. MLP
• SLPo Linear
o Expressive
o Computationally affordable
• MLPo Non-linear
o More expressive
o Computationally expensive
o Better performance
• 2-phase approach
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2-Phase Approach, Phase #1
Phase-1: Feature Selection
SLP
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2-Phase Approach, Phase #1
Phase-1: Feature Selection
SLPAccuracy
(3-fold CV)
SFS features selection
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2-Phase Approach, Phase #1
Phase-1: Feature Selection
SLPAccuracy
(3-fold CV)
SFS features selection
• Fast and effective
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2-Phase Approach, Phase #1
Phase-1: Feature Selection
SLPAccuracy
(3-fold CV)
SFS features selection
• Fast and effective
• XOR-like relations
CAN’T be detected
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Feature Selection - SLP
Features selection with SLP - Challenge
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2-Phase Approach, Phase #2
Phase-1: Feature Selection Phase-2: MLP Topology Optimization
SLPAccuracy
(3-fold CV)
SFS features selection
Selected Feature
Subset
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2-Phase Approach, Phase #2
Phase-1: Feature Selection Phase-2: MLP Topology Optimization
SLPAccuracy
(3-fold CV)
SFS features selection
MLP
Selected Feature
Subset
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2-Phase Approach, Phase #2
Phase-1: Feature Selection Phase-2: MLP Topology Optimization
SLPAccuracy
(3-fold CV)
SFS features selection
MLP
Selected Feature
Subset
MLP topology with
best accuracy
(3-fold CV)
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2-Phase Approach, Phase #2
Phase-2: MLP Topology Optimization
MLP
Selected Feature
Subset
MLP topology with
best accuracy
(3-fold CV)
• 2-2 MLP
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2-Phase Approach, Phase #2
Phase-2: MLP Topology Optimization
MLP
Selected Feature
Subset
MLP topology with
best accuracy
(3-fold CV)
• 2-2 MLP
• More time VS phase-1
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2-Phase Approach, Phase #2
Phase-2: MLP Topology Optimization
MLP
Selected Feature
Subset
MLP topology with
best accuracy
(3-fold CV)
• 2-2 MLP
• More time VS phase-1
• Higher prediction
accuracy
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Feature Selection - MLP
Features selection with 2_2 MLP - Challenge
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Preference Learning Model
• Genetic algorithms (GAs)
Player
reported
emotional
preferences
Magnitude of
corresponding
model (ANN)
output-
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3-fold Cross Validation
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o 2 hidden layers (Max.)
Optimizing ANN Topology - MLP
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o 2 hidden layers (Max.)
o Multiple experiments
Optimizing ANN Topology - MLP
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o 2 hidden layers (Max.)
o Multiple experiments
1 hidden layer, Adding two neurons at each step
2 hidden layers, Adding two neurons at each step
Optimizing ANN Topology - MLP
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o 2 hidden layers (Max.)
o Multiple experiments
1 hidden layer, Adding two neurons at each step
2 neurons - 10 neurons
2 hidden layers, Adding two neurons at each step
1st Hidden layer
2 neurons - 10 neurons
2nd Hidden layer
2 neurons - 10 neurons
Optimizing ANN Topology - MLP
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Performance VS Runs
1 hidden, 10 neurons topology performance over 50 runs - Challenge
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Optimizing Topology, Pref. Model
Performance over various ANN configurations - Challenge
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Levels
Design
Preference
Learning
Model
Adaptive
Content
Generation
Model
level1 level2
Adapt
level20
Adapt Adapt
level21 levelN
Adapt
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Adaptive
Content
Generation
Model
Preference
Learning
Model
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Adaptive Content
Generation Model
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ANN Preference Model
Controllable features
Gameplay features
Prediction ofplayer’s emotion
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ANN Adaptation, the model
Controllable features
Gameplay features
Prediction ofplayer’s emotion
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Enforcing ALL Controllable features
Gameplay features
Prediction ofplayer’s emotion
ANN Adaptation, the model
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Enforcing Controllable Features
MLP Topology
MLP
Selected Feature
Subset
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Enforcing Controllable Features
MLP Topology
MLP
Selected Feature
Subset
Remaining
controllable features
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Enforcing Controllable Features
MLP Topology
MLP
Selected Feature
Subset
MLP topology with
best accuracy
(3-fold CV)
Remaining
controllable features
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Optimizing Topology
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Optimizing Topology
MLP Topology
MLP
Selected Feature
Subset
MLP topology with
best accuracy
(3-fold CV)
Remaining
controllable features
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Optimizing Topology
MLP Topology Optimization
MLP
Selected Feature
Subset
MLP topology with
best accuracy
(3-fold CV)
Remaining
controllable features
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Enforcing gives
the designer all
the flexibilitythe parameter
space offers
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Enforcing
dropsperformance
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Optimizing Topology, Pref. Model
Performance over various ANN configurations - Frustration
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Optimizing Topology, Adapt. Model
Performance over various ANN configurations - Frustration
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Pref. Model Adapt. Model
Performance over various ANN configurations - Frustration
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The Adaptation
Process
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ANN Adaptation, Up and running
Enforced
Controllable features
Gameplay features
Prediction ofplayer’s emotion
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ANN Adaptation, Up and running
Enforced
Controllable features
Gameplay features
Prediction ofplayer’s emotion
Exhaustive
search
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Enforced
Controllable features
Gameplay features
Prediction ofplayer’s emotion
Exhaustive
search
ANN Adaptation, Up and running
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Adaptation, 3-Phase Approach
Phase-1: Initial Gameplay Phase-2: Adaptation Mode
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Adaptation, 3-Phase Approach
Phase-1: Initial Gameplay Phase-2: Adaptation Mode
Adaptation
Model
Engine
Manager
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Phase-1: Initial Gameplay Phase-2: Adaptation Mode
Random game Adaptation
Model
Engine
Manager
Extract gameplay features for specified player
Adaptation, 3-Phase Approach
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Phase-1: Initial Gameplay Phase-2: Adaptation Mode
Random game Adaptation
Model
Engine
Manager
Extract gameplay features for specified player
Adaptation, 3-Phase Approach
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Phase-1: Initial Gameplay Phase-2: Adaptation Mode
Random game Adaptation
Model
Set of controllable
features on a fixed
step
Engine
Manager
Extract best
controllable
features for next
gameExtract gameplay features for specified player
Adaptation, 3-Phase Approach
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Phase-1: Initial Gameplay Phase-2: Adaptation Mode
Random game Adaptation
Model
Set of controllable
features on a fixed
step
Engine
Manager
Extract best
controllable
features for next
gameExtract gameplay features for specified player
Adaptation, 3-Phase Approach
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Phase-3: Continues Gameplay
Engine
Manager
Adaptation, 3-Phase Approach
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Phase-3: Continues Gameplay
Engine
Manager
Generate game
with specified
controllable
features
Adaptation, 3-Phase Approach
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Phase-3: Continues Gameplay
Engine
Manager
Generate game
with specified
controllable
features
Extract gameplay features for specified player
Adaptation, 3-Phase Approach
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Phase-2: Adaptation Mode
Adaptation
Model
Set of controllable
features on a fixed
step
Extract best
controllable
features for next
game
Phase-3: Continues Gameplay
Engine
Manager
Generate game
with specified
controllable
features
Extract gameplay features for specified player
Adaptation, 3-Phase Approach
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Phase-2: Adaptation Mode
Adaptation
Model
Set of controllable
features on a fixed
step
Extract best
controllable
features for next
game
Phase-3: Continues Gameplay
Engine
Manager
Generate game
with specified
controllable
features
Extract gameplay features for specified player
Adaptation, 3-Phase Approach
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ANN Adaptation
level1 level2
Adapt
level20
Adapt Adapt
level21 levelN
Adapt
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Statistical Experiments
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Adaptation Model Performance VS Reported Player Pref.
Experiments, #1
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Experiments, #1
Adaptation Model Performance VS Reported Player Pref.
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Experiments, #2
2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance
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Experiments, #2
2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance
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Experiments, #2
2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance
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Experiments, #2
2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance
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Experiments, #2
2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance
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Timeline
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Timeline
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Timeline2011
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Ch
oo
sin
g t
he
do
ma
in,
Re
sea
rch
Se
arc
hin
g a
nd
Re
ad
ing
Timeline
9, M10
2011
L10, 11, 12
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Ch
oo
sin
g t
he
do
ma
in,
Re
sea
rch
Se
arc
hin
g a
nd
Re
ad
ing
Timeline
9, M10
2011
L10, 11, 12
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Ch
oo
sin
g t
he
do
ma
in,
Re
sea
rch
Se
arc
hin
g a
nd
Re
ad
ing
Timeline
9, M10
2011 2012
L10, 11, 12
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Pre
sen
tatio
n, P
ap
er
pu
blish
Cu
be
En
gin
e, Te
stin
g
Ad
ap
tiv
e C
on
ten
t G
en
era
tio
n M
od
el
Pre
fere
nc
e M
od
el
Sy
ste
m in
itia
l d
esi
gn
Da
ta C
olle
ctio
n,
STYX
Ev
en
t
De
sig
nin
g le
ve
ls, P
CG
Cu
be
En
gin
e, D
B
Ch
oo
sin
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he
do
ma
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Re
sea
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Se
arc
hin
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nd
Re
ad
ing
Timeline
9, M10
2011 2012
L10, 11, 12 L1, E2 L3M2, M3 4 5 M6, 7RIGHT
NOW!
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Presentation,
Paper
publish
Cube Engine, Testing
Adaptive Content
Generation Model
Preference Model
System initial
design
Data
Collection
, STYX
Event
Designing levels,
PCG
Cube Engine,
Database
Timeline - Implementing
2012
L1, E2 L3M2, M3 4 5 M6, 7RIGHT
NOW!
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Engine
Future Perspectives
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More
complicated, robust
models design
Addition emotional states
Music manipulation
More controllable features
More gameplay features
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More Players
• Deeper Statistical Understanding
• More robust models design
• Logging almost EVERYTHING, 150 ms
(Move, status, etc.)
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More Players
• Deeper Statistical Understanding
• More robust models design
• Logging almost EVERYTHING, 150 ms
(Move, status, etc.)
• Facial expression modeling
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Facial Expression
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Facial Expression
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Facial Expression
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Facial Expression
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Facial Expression
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Facial Expression
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Facial Expression
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Facial Expression
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Facial Expression
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Facial Expression
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Facial Expression
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Facial Expression
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Facial Expression
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Facial Expression
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Facial Expression
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Levels Design
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Levels Design
Sniper Position
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Levels Design
Gallery, Halo 3
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Levels Design
Strong Hold, COD MW3
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Extending
Neuro-Evolutionary
Preference Learning
through
Player Modeling
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References
• Many! (find out more in the doc.)
• Special thanks to:o Noor Shaker
o Georgios N. Yannakakis
o Julian Togelius
o Luigi Cardamone
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team’s out,
Thanks for listening…