AI and Computational Intelligence for Real-time Strategy Games

Thursday 19 August 14:00-15:40

Johan Hagelback, BTH, Sweden; Stefan Johansson, BTH, Sweden; Mike Preuss, Technical University of Dortmund

Real-time strategy games (RTS) are an active area of research as well as a popular branch of industrial game production, with high commercial interest. Although player satisfaction is the ultimate goal also for these games, they are usually too complex to come up with human-level AI that is not cheating. In consequence, for RTS games it is as desirable to play well as it is to make the game interesting. Also, RTS games have many aspects that call for CI or other innovative methods, as strategy, tactics, resource management, and many more. The task of the special session is to advance the state of research on RTS by new methods or new applications of methods, new concepts, and also the analysis of existing methods or problems.

Topics:
  • Player satisfaction concepts
  • Player-supportive AI
  • Strategic/Tactical AI
  • Path-finding
  • Interaction with the Game AI
  • Opponent modeling in RTS games
  • Adaptive strategies
  • Believable RTS game AI

Papers

Johan Hagelbäck and Stefan J. Johansson. A Study on Human like Characteristics in Real Time Strategy Games
Greg Smith, Phillipa Avery, Ramona Houmanfar and Sushil Louis. Using Co-evolved RTS Opponents to Teach Spatial Tactics
Vincent Scesa, Clement Raievsky, Stephane Sanchez, Herve Luga and Yves Duthen. Rule Fusion for the Imitation of a Human Tutor
David Lupien St-pierre, Mark Winands and David Watt. A Selective Move Generator for the Game Axis and Allies

Game Mining

Thursday 19 August 16:10-17:50

Christian Bauckhage, Olana Missura, Thomas Gaertner, Kristian Kersting and Christian Thurau, Fraunhofer Institute for Intelligent Analysis and Information Systems

Modern computer games provide an ideal environment for the study of human behavior. Being closed worlds of considerable complexity, games allow for investigating behavior patterns, decision making, and preference modeling. Advances in these areas will improve game design and game play and have a high potential as enablers of future businesses. This requires mechanisms for recording and storage of large amounts of in-game data as well as efficient methods for the processing and analysis of large scale data sets.

Topics of interest for this special session include, but are not limited to, the following:
  • In-game data collection
  • Efficient representations of in-game data
  • Algorithms for (large scale) game mining
  • User modeling based on in-game data
  • Player evaluation and playability testing
  • Computational intelligence for behavior pattern analysis
  • Practical applications of game mining
  • Empirical studies based on in-game data
  • Future directions for in-game data mining

Papers

Christian Thurau and Christian Bauckhage. Analyzing the Evolution of Social Groups in World of Warcraft
Tobias Mahlmann, Anders Drachen, Julian Togelius, Alessandro Canossa and Georgios N. Yannakakis. Predicting Player Behavior in Tomb Raider: Underworld
Kyong Jin Shim and Jaideep Srivastava. Behavioral Profiles of Character Types in EverQuest II
Laetitia Chapel, Dmitri Botvich and David Malone. Probabilistic Approaches to Cheating Detection in Online Games

Emotion in Games – Sensing and inducing player experience and affect

Friday Aug-20 15:05-18:00

Kostas Karpouzis, National Technical University of Athens, Greece; Tom Ziemke, University of Skovde, Sweden; Georgios N. Yannakakis, IT University of Copenhagen, Denmark

Organized by the IEEE CIS Task Force on Player Satisfaction Modeling and the Humaine Association SIG on Games and Entertainment.

Analyzing, capturing and synthesizing player experience in both traditional screen-based games and augmented- and mixed-reality platforms has been a challenging area within the crossroads of cognitive science, psychology, artificial intelligence and human-computer interaction.

New gameplay modalities enhance the importance of the study and the complexity of player experience. Artificial and computational intelligence can be used to synthesize the affective state of player (and non-player) characters, based on multiple modalities of player-game interaction. Multiple modalities of input can also provide a novel means for game platforms to measure player satisfaction and engagement when playing, without necessarily having to resort to post-play and off-line questionnaires. For instance, players immersed by gameplay will rarely gaze away from the screen, while disappointed or indifferent players will typically show very little response or emotion. AI/CI algorithms can also be used to adapt the game to maximize player’s experience, thereby, closing the affective game loop: e.g. change the game soundtrack to a vivid or dimmer tune to match the player’s powerful stance or prospect of defeat; maximize frustration by increasing the number of gaps in a platform game. From the point of view of non-player characters, an injured or frustrated opponent will look down when facing defeat, informing the users about its status, much in the way a human opponent would be expected to.

This special session aims at bringing together specialists from computational intelligence, affective computing, and multi-modal interfaces to discuss advances in player experience and affect induction, sensing and modeling.

Research areas relevant to the special session include, but are not limited to, the following:
  • Artificial and computational intelligence for modeling player experience
  • Cognitive/affective models of player satisfaction
  • Mapping low-level cues to affect and emotion
  • Reproducing player affect in the game environment
  • Adapting to player affect/player experience
  • Optimizing/adapting to player satisfaction
  • Mapping non-verbal cues to player satisfaction
  • Adaptive learning and player experience

Papers

Anja Johansson and Pierangelo Dell'Acqua. Introducing Time in Emotional Behavior Networks
Cyril Brom, Rudolf Kadlec and Ondrej Burkert. Timing in Episodic Memory for Virtual Characters
Hector Perez Martinez, Kenneth Hullett and Georgios N. Yannakakis. Extending Neuro-evolutionary Preference Learning through Player Modeling
Simone Tognetti, Maurizio Garbarino, Andrea Bonarini and Matteo Matteucci. Modeling enjoyment preference from physiological responses in a car racing game
Giovanni Acampora, Fabio Ferraguto and Vincenzo Loia. Synthetizing Bots Emotional Behaviors through Fuzzy Cognitive Processes
Rafael Bidarra, Robert Schaap and Kim Goossens. Growing on the Inside: Soulful Characters for Video Games

Computational Intelligence in Racing Games

Saturday 21 August 12:00-12:50

Daniele Loiacono, Politecnico di Milano, Italy; Julian Togelius, IT University of Copenhagen, Denmark

Modern racing games provide vivid representations of the game environment and very realistic physics engines that accurately model the dynamics of racing cars. At the same time, they also need a very sophisticated and believable AI to meet the increasingly high expectations of players.Computational intelligence offers a range of interesting new ideas and techniques for racing game developers. So far, both published academic research, the entrants of the recurring simulated car racing competitions, and some notable applications in high-end commercial games have shown that computational intelligence techniques can successfully be used in the racing games domain.

The aim of this special session is to bring together leading researchers in this field and gather the best new research, the most innovative ideas, and the future directions within this research area.

Topics of interest include, but are not limited to, the following:
  • On-line Learning in Racing Games
  • Player/Opponent Modeling in Racing Games
  • CI-based Gameplay for Racing Games
  • Automatic Game Content Generation in Racing Games
  • Player Satisfaction and Experience Modelling and Optimization in Racing Games
  • Novel CI Platforms & Benchmarks Based on Racing Games
  • CI Applications in Racing Games

Papers

Luigi Cardamone, Daniele Loiacono, Pier Luca Lanzi and Alessandro Pietro Bardelli. Racing Line Optimization using Genetic Algoritms
Jan Quadflieg, Mike Preuss, Oliver Kramer and Günter Rudolph. Learning the Track and Planning Ahead in a Car Racing Controller