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Antonios Liapis

Publications and source records attributed to Antonios Liapis.

At least 19 recordsLinked to original sources

Causal Supervision of Attention for Affective Behaviour Analysis

The \textit{11th Affective Behaviour Analysis in-the-wild Competition} includes the Multi-Task Learning Challenge, where participants develop a unified framework for Valence-Arousal Estimation, Expression Recognition, and Action Unit Detection. The challenge lies in learning emotion-related representations that generalize across subjects while remaining robust to spurious factors such as identity, illumination, pose, and demographic variation. To aggregate features extracted by a pre-trained backbone into a compact representation for prediction, attention mechanisms selectively weight the most informative facial regions. However, these attention weights can still capture dataset-specific correlations rather than genuine affective cues. To address this limitation, we propose an attention pooling framework that combines causal supervision with cross-covariance regularization of attention components, encouraging subject-invariant attention and non-redundant representations that improve generalization. Our method achieves $CCC_{VA}=0.5123$ for VA estimation on the official validation set, together with $F_{EX}=0.3116$ and $F_{AU}=0.3974$ for expression recognition and action unit detection, respectively, resulting in an overall $P$ score (the sum of the individual task metrics) of $1.2214$.

cs.CV

GameVibe: A Multimodal Affective Game Corpus

As online video and streaming platforms continue to grow, affective computing research has undergone a shift towards more complex studies involving multiple modalities. However, there is still a lack of readily available datasets with high-quality audiovisual stimuli. In this paper, we present GameVibe, a novel affect corpus which consists of multimodal audiovisual stimuli, including in-game behavioural observations and third-person affect traces for viewer engagement. The corpus consists of videos from a diverse set of publicly available gameplay sessions across 30 games, with particular attention to ensure high-quality stimuli with good audiovisual and gameplay diversity. Furthermore, we present an analysis on the reliability of the annotators in terms of inter-annotator agreement.

cs.HC

The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Games

This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem. Problems vary from creating levels of different kinds to creating rule sets for simple arcade games. Each problem has its own content representation, control parameters, and evaluation metrics for quality, diversity, and controllability. This benchmark is intended as a first step towards a standardized way of comparing generative algorithms. We use the benchmark to score three baseline algorithms: a random generator, an evolution strategy, and a genetic algorithm. Results show that some problems are easier to solve than others, as well as the impact the chosen objective has on quality, diversity, and controllability of the generated artifacts.

cs.AI

FREYR: A Framework for Recognizing and Executing Your Requests

Large language models excel as conversational agents, but their capabilities can be further extended through tool usage, i.e.: executable code, to enhance response accuracy or address specialized domains. Current approaches to enable tool usage often rely on model-specific prompting or fine-tuning a model for function-calling instructions. Both approaches have notable limitations, including reduced adaptability to unseen tools and high resource requirements. This paper introduces FREYR, a streamlined framework that modularizes the tool usage process into separate steps. Through this decomposition, we show that FREYR achieves superior performance compared to conventional tool usage methods. We evaluate FREYR on a set of real-world test cases specific for video game design and compare it against traditional tool usage as provided by the Ollama API.

cs.SE

Large Language Models and Games: A Survey and Roadmap

Recent years have seen an explosive increase in research on large language models (LLMs), and accompanying public engagement on the topic. While starting as a niche area within natural language processing, LLMs have shown remarkable potential across a broad range of applications and domains, including games. This paper surveys the current state of the art across the various applications of LLMs in and for games, and identifies the different roles LLMs can take within a game. Importantly, we discuss underexplored areas and promising directions for future uses of LLMs in games and we reconcile the potential and limitations of LLMs within the games domain. As the first comprehensive survey and roadmap at the intersection of LLMs and games, we are hopeful that this paper will serve as the basis for groundbreaking research and innovation in this exciting new field.

cs.CL

BehAVE: Behaviour Alignment of Video Game Encodings

Domain randomisation enhances the transferability of vision models across visually distinct domains with similar content. However, current methods heavily depend on intricate simulation engines, hampering feasibility and scalability. This paper introduces BehAVE, a video understanding framework that utilises existing commercial video games for domain randomisation without accessing their simulation engines. BehAVE taps into the visual diversity of video games for randomisation and uses textual descriptions of player actions to align videos with similar content. We evaluate BehAVE across 25 first-person shooter (FPS) games using various video and text foundation models, demonstrating its robustness in domain randomisation. BehAVE effectively aligns player behavioural patterns and achieves zero-shot transfer to multiple unseen FPS games when trained on just one game. In a more challenging scenario, BehAVE enhances the zero-shot transferability of foundation models to unseen FPS games, even when trained on a game of a different genre, with improvements of up to 22%. BehAVE is available online at https://github.com/nrasajski/BehAVE.

cs.CV

Affectively Framework: Towards Human-like Affect-Based Agents

Game environments offer a unique opportunity for training virtual agents due to their interactive nature, which provides diverse play traces and affect labels. Despite their potential, no reinforcement learning framework incorporates human affect models as part of their observation space or reward mechanism. To address this, we present the \emph{Affectively Framework}, a set of Open-AI Gym environments that integrate affect as part of the observation space. This paper introduces the framework and its three game environments and provides baseline experiments to validate its effectiveness and potential.

cs.AI

Dynamic Quality-Diversity Search

Evolutionary search via the quality-diversity (QD) paradigm can discover highly performing solutions in different behavioural niches, showing considerable potential in complex real-world scenarios such as evolutionary robotics. Yet most QD methods only tackle static tasks that are fixed over time, which is rarely the case in the real world. Unlike noisy environments, where the fitness of an individual changes slightly at every evaluation, dynamic environments simulate tasks where external factors at unknown and irregular intervals alter the performance of the individual with a severity that is unknown a priori. Literature on optimisation in dynamic environments is extensive, yet such environments have not been explored in the context of QD search. This paper introduces a novel and generalisable Dynamic QD methodology that aims to keep the archive of past solutions updated in the case of environment changes. Secondly, we present a novel characterisation of dynamic environments that can be easily applied to well-known benchmarks, with minor interventions to move them from a static task to a dynamic one. Our Dynamic QD intervention is applied on MAP-Elites and CMA-ME, two powerful QD algorithms, and we test the dynamic variants on different dynamic tasks.

cs.NE

MAP-Elites with Transverse Assessment for Multimodal Problems in Creative Domains

The recent advances in language-based generative models have paved the way for the orchestration of multiple generators of different artefact types (text, image, audio, etc.) into one system. Presently, many open-source pre-trained models combine text with other modalities, thus enabling shared vector embeddings to be compared across different generators. Within this context we propose a novel approach to handle multimodal creative tasks using Quality Diversity evolution. Our contribution is a variation of the MAP-Elites algorithm, MAP-Elites with Transverse Assessment (MEliTA), which is tailored for multimodal creative tasks and leverages deep learned models that assess coherence across modalities. MEliTA decouples the artefacts' modalities and promotes cross-pollination between elites. As a test bed for this algorithm, we generate text descriptions and cover images for a hypothetical video game and assign each artefact a unique modality-specific behavioural characteristic. Results indicate that MEliTA can improve text-to-image mappings within the solution space, compared to a baseline MAP-Elites algorithm that strictly treats each image-text pair as one solution. Our approach represents a significant step forward in multimodal bottom-up orchestration and lays the groundwork for more complex systems coordinating multimodal creative agents in the future.

cs.NE

Predicting Player Engagement in Tom Clancy's The Division 2: A Multimodal Approach via Pixels and Gamepad Actions

This paper introduces a large scale multimodal corpus collected for the purpose of analysing and predicting player engagement in commercial-standard games. The corpus is solicited from 25 players of the action role-playing game Tom Clancy's The Division 2, who annotated their level of engagement using a time-continuous annotation tool. The cleaned and processed corpus presented in this paper consists of nearly 20 hours of annotated gameplay videos accompanied by logged gamepad actions. We report preliminary results on predicting long-term player engagement based on in-game footage and game controller actions using Convolutional Neural Network architectures. Results obtained suggest we can predict the player engagement with up to 72% accuracy on average (88% at best) when we fuse information from the game footage and the player's controller input. Our findings validate the hypothesis that long-term (i.e. 1 hour of play) engagement can be predicted efficiently solely from pixels and gamepad actions.

cs.HC

Knowing Your Annotator: Rapidly Testing the Reliability of Affect Annotation

The laborious and costly nature of affect annotation is a key detrimental factor for obtaining large scale corpora with valid and reliable affect labels. Motivated by the lack of tools that can effectively determine an annotator's reliability, this paper proposes general quality assurance (QA) tests for real-time continuous annotation tasks. Assuming that the annotation tasks rely on stimuli with audiovisual components, such as videos, we propose and evaluate two QA tests: a visual and an auditory QA test. We validate the QA tool across 20 annotators that are asked to go through the test followed by a lengthy task of annotating the engagement of gameplay videos. Our findings suggest that the proposed QA tool reveals, unsurprisingly, that trained annotators are more reliable than the best of untrained crowdworkers we could employ. Importantly, the QA tool introduced can predict effectively the reliability of an affect annotator with 80% accuracy, thereby, saving on resources, effort and cost, and maximizing the reliability of labels solicited in affective corpora. The introduced QA tool is available and accessible through the PAGAN annotation platform.

cs.HC

Towards General Game Representations: Decomposing Games Pixels into Content and Style

On-screen game footage contains rich contextual information that players process when playing and experiencing a game. Learning pixel representations of games can benefit artificial intelligence across several downstream tasks including game-playing agents, procedural content generation, and player modelling. The generalizability of these methods, however, remains a challenge, as learned representations should ideally be shared across games with similar game mechanics. This could allow, for instance, game-playing agents trained on one game to perform well in similar games with no re-training. This paper explores how generalizable pre-trained computer vision encoders can be for such tasks, by decomposing the latent space into content embeddings and style embeddings. The goal is to minimize the domain gap between games of the same genre when it comes to game content critical for downstream tasks, and ignore differences in graphical style. We employ a pre-trained Vision Transformer encoder and a decomposition technique based on game genres to obtain separate content and style embeddings. Our findings show that the decomposed embeddings achieve style invariance across multiple games while still maintaining strong content extraction capabilities. We argue that the proposed decomposition of content and style offers better generalization capacities across game environments independently of the downstream task.

cs.CV

From the Lab to the Wild: Affect Modeling via Privileged Information

How can we reliably transfer affect models trained in controlled laboratory conditions (in-vitro) to uncontrolled real-world settings (in-vivo)? The information gap between in-vitro and in-vivo applications defines a core challenge of affective computing. This gap is caused by limitations related to affect sensing including intrusiveness, hardware malfunctions and availability of sensors. As a response to these limitations, we introduce the concept of privileged information for operating affect models in real-world scenarios (in the wild). Privileged information enables affect models to be trained across multiple modalities available in a lab, and ignore, without significant performance drops, those modalities that are not available when they operate in the wild. Our approach is tested in two multimodal affect databases one of which is designed for testing models of affect in the wild. By training our affect models using all modalities and then using solely raw footage frames for testing the models, we reach the performance of models that fuse all available modalities for both training and testing. The results are robust across both classification and regression affect modeling tasks which are dominant paradigms in affective computing. Our findings make a decisive step towards realizing affect interaction in the wild.

cs.HC

Architext: Language-Driven Generative Architecture Design

Architectural design is a highly complex practice that involves a wide diversity of disciplines, technologies, proprietary design software, expertise, and an almost infinite number of constraints, across a vast array of design tasks. Enabling intuitive, accessible, and scalable design processes is an important step towards performance-driven and sustainable design for all. To that end, we introduce Architext, a novel semantic generation assistive tool. Architext enables design generation with only natural language prompts, given to large-scale Language Models, as input. We conduct a thorough quantitative evaluation of Architext's downstream task performance, focusing on semantic accuracy and diversity for a number of pre-trained language models ranging from 120 million to 6 billion parameters. Architext models are able to learn the specific design task, generating valid residential layouts at a near 100% rate. Accuracy shows great improvement when scaling the models, with the largest model (GPT-J) yielding impressive accuracy ranging between 25% to over 80% for different prompt categories. We open source the finetuned Architext models and our synthetic dataset, hoping to inspire experimentation in this exciting area of design research.

cs.CL

Controllable Exploration of a Design Space via Interactive Quality Diversity

This paper introduces a user-driven evolutionary algorithm based on Quality Diversity (QD) search. During a design session, the user iteratively selects among presented alternatives and their selections affect the upcoming results. We aim to address two major concerns of interactive evolution: (a) the user must be presented with few alternatives, to reduce cognitive load; (b) presented alternatives should be diverse but similar to the previous user selection, to reduce user fatigue. To address these concerns, we implement a variation of the MAP-Elites algorithm where the presented alternatives are sampled from a small region (window) of the behavioral space. After a user selection, the window is centered on the selected individual's behavior characterization, evolution selects parents from within this window to produce offspring, and new alternatives are sampled. Essentially we define an adaptive system of local QD, where the user's selections guide the search towards specific regions of the behavioral space. The system is tested on the generation of architectural layouts, a constrained optimization task, leveraging QD through a two-archive approach. Results show that while global exploration is not as pronounced as in MAP-Elites, the system finds more appropriate solutions to the user's taste, based on experiments with controllable artificial users.

cs.NE

The Invariant Ground Truth of Affect

Affective computing strives to unveil the unknown relationship between affect elicitation, manifestation of affect and affect annotations. The ground truth of affect, however, is predominately attributed to the affect labels which inadvertently include biases inherent to the subjective nature of emotion and its labeling. The response to such limitations is usually augmenting the dataset with more annotations per data point; however, this is not possible when we are interested in self-reports via first-person annotation. Moreover, outlier detection methods based on inter-annotator agreement only consider the annotations themselves and ignore the context and the corresponding affect manifestation. This paper reframes the ways one may obtain a reliable ground truth of affect by transferring aspects of causation theory to affective computing. In particular, we assume that the ground truth of affect can be found in the causal relationships between elicitation, manifestation and annotation that remain \emph{invariant} across tasks and participants. To test our assumption we employ causation inspired methods for detecting outliers in affective corpora and building affect models that are robust across participants and tasks. We validate our methodology within the domain of digital games, with experimental results showing that it can successfully detect outliers and boost the accuracy of affect models. To the best of our knowledge, this study presents the first attempt to integrate causation tools in affective computing, making a crucial and decisive step towards general affect modeling.

cs.AI

Open-Ended Evolution for Minecraft Building Generation

This paper proposes a procedural content generator which evolves Minecraft buildings according to an open-ended and intrinsic definition of novelty. To realize this goal we evaluate individuals' novelty in the latent space using a 3D autoencoder, and alternate between phases of exploration and transformation. During exploration the system evolves multiple populations of CPPNs through CPPN-NEAT and constrained novelty search in the latent space (defined by the current autoencoder). We apply a set of repair and constraint functions to ensure candidates adhere to basic structural rules and constraints during evolution. During transformation, we reshape the boundaries of the latent space to identify new interesting areas of the solution space by retraining the autoencoder with novel content. In this study we evaluate five different approaches for training the autoencoder during transformation and its impact on populations' quality and diversity during evolution. Our results show that by retraining the autoencoder we can achieve better open-ended complexity compared to a static model, which is further improved when retraining using larger datasets of individuals with diverse complexities.

cs.LG

Play with Emotion: Affect-Driven Reinforcement Learning

This paper introduces a paradigm shift by viewing the task of affect modeling as a reinforcement learning (RL) process. According to the proposed paradigm, RL agents learn a policy (i.e. affective interaction) by attempting to maximize a set of rewards (i.e. behavioral and affective patterns) via their experience with their environment (i.e. context). Our hypothesis is that RL is an effective paradigm for interweaving affect elicitation and manifestation with behavioral and affective demonstrations. Importantly, our second hypothesis-building on Damasio's somatic marker hypothesis-is that emotion can be the facilitator of decision-making. We test our hypotheses in a racing game by training Go-Blend agents to model human demonstrations of arousal and behavior; Go-Blend is a modified version of the Go-Explore algorithm which has recently showcased supreme performance in hard exploration tasks. We first vary the arousal-based reward function and observe agents that can effectively display a palette of affect and behavioral patterns according to the specified reward. Then we use arousal-based state selection mechanisms in order to bias the strategies that Go-Blend explores. Our findings suggest that Go-Blend not only is an efficient affect modeling paradigm but, more importantly, affect-driven RL improves exploration and yields higher performing agents, validating Damasio's hypothesis in the domain of games.

cs.LG