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Georgios N. Yannakakis

Publications and source records attributed to Georgios N. Yannakakis.

At least 37 records · Page 2Linked to original sources

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↗

Choose Your Weapon: Survival Strategies for Depressed AI Academics

Are you an AI researcher at an academic institution? Are you anxious you are not coping with the current pace of AI advancements? Do you feel you have no (or very limited) access to the computational and human resources required for an AI research breakthrough? You are not alone; we feel the same way. A growing number of AI academics can no longer find the means and resources to compete at a global scale. This is a somewhat recent phenomenon, but an accelerating one, with private actors investing enormous compute resources into cutting edge AI research. Here, we discuss what you can do to stay competitive while remaining an academic. We also briefly discuss what universities and the private sector could do improve the situation, if they are so inclined. This is not an exhaustive list of strategies, and you may not agree with all of them, but it serves to start a discussion.

cs.OH↗

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↗

Affective Game Computing: A Survey

This paper surveys the current state of the art in affective computing principles, methods and tools as applied to games. We review this emerging field, namely affective game computing, through the lens of the four core phases of the affective loop: game affect elicitation, game affect sensing, game affect detection and game affect adaptation. In addition, we provide a taxonomy of terms, methods and approaches used across the four phases of the affective game loop and situate the field within this taxonomy. We continue with a comprehensive review of available affect data collection methods with regards to gaming interfaces, sensors, annotation protocols, and available corpora. The paper concludes with a discussion on the current limitations of affective game computing and our vision for the most promising future research directions in the field.

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↗

Lode Enhancer: Level Co-creation Through Scaling

We explore AI-powered upscaling as a design assistance tool in the context of creating 2D game levels. Deep neural networks are used to upscale artificially downscaled patches of levels from the puzzle platformer game Lode Runner. The trained networks are incorporated into a web-based editor, where the user can create and edit levels at three different levels of resolution: 4x4, 8x8, and 16x16. An edit at any resolution instantly transfers to the other resolutions. As upscaling requires inventing features that might not be present at lower resolutions, we train neural networks to reproduce these features. We introduce a neural network architecture that is capable of not only learning upscaling but also giving higher priority to less frequent tiles. To investigate the potential of this tool and guide further development, we conduct a qualitative study with 3 designers to understand how they use it. Designers enjoyed co-designing with the tool, liked its underlying concept, and provided feedback for further improvement.

cs.LG↗

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↗

The Ethics of AI in Games

Video games are one of the richest and most popular forms of human-computer interaction and, hence, their role is critical for our understanding of human behaviour and affect at a large scale. As artificial intelligence (AI) tools are gradually adopted by the game industry a series of ethical concerns arise. Such concerns, however, have so far not been extensively discussed in a video game context. Motivated by the lack of a comprehensive review of the ethics of AI as applied to games, we survey the current state of the art in this area and discuss ethical considerations of these systems from the holistic perspective of the affective loop. Through the components of this loop, we study the ethical challenges that AI faces in video game development. Elicitation highlights the ethical boundaries of artificially induced emotions; sensing showcases the trade-off between privacy and safe gaming spaces; and detection, as utilised during in-game adaptation, poses challenges to transparency and ownership. This paper calls for an open dialogue and action for the games of today and the virtual spaces of the future. By setting an appropriate framework we aim to protect users and to guide developers towards safer and better experiences for their customers.

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↗

Generative Personas That Behave and Experience Like Humans

Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large. One of the most promising methods for achieving that long-standing goal is the use of generative AI agents, namely procedural personas, that attempt to imitate particular playing behaviors which are represented as rules, rewards, or human demonstrations. All research efforts for building those generative agents, however, have focused solely on playing behavior which is arguably a narrow perspective of what a player actually does in a game. Motivated by this gap in the existing state of the art, in this paper we extend the notion of behavioral procedural personas to cater for player experience, thus examining generative agents that can both behave and experience their game as humans would. For that purpose, we employ the Go-Explore reinforcement learning paradigm for training human-like procedural personas, and we test our method on behavior and experience demonstrations of more than 100 players of a racing game. Our findings suggest that the generated agents exhibit distinctive play styles and experience responses of the human personas they were designed to imitate. Importantly, it also appears that experience, which is tied to playing behavior, can be a highly informative driver for better behavioral exploration.

cs.AI↗

Supervised Contrastive Learning for Affect Modelling

Affect modeling is viewed, traditionally, as the process of mapping measurable affect manifestations from multiple modalities of user input to affect labels. That mapping is usually inferred through end-to-end (manifestation-to-affect) machine learning processes. What if, instead, one trains general, subject-invariant representations that consider affect information and then uses such representations to model affect? In this paper we assume that affect labels form an integral part, and not just the training signal, of an affect representation and we explore how the recent paradigm of contrastive learning can be employed to discover general high-level affect-infused representations for the purpose of modeling affect. We introduce three different supervised contrastive learning approaches for training representations that consider affect information. In this initial study we test the proposed methods for arousal prediction in the RECOLA dataset based on user information from multiple modalities. Results demonstrate the representation capacity of contrastive learning and its efficiency in boosting the accuracy of affect models. Beyond their evidenced higher performance compared to end-to-end arousal classification, the resulting representations are general-purpose and subject-agnostic, as training is guided though general affect information available in any multimodal corpus.

cs.HC↗

The Arousal video Game AnnotatIoN (AGAIN) Dataset

How can we model affect in a general fashion, across dissimilar tasks, and to which degree are such general representations of affect even possible? To address such questions and enable research towards general affective computing, this paper introduces The Arousal video Game AnnotatIoN (AGAIN) dataset. AGAIN is a large-scale affective corpus that features over 1,100 in-game videos (with corresponding gameplay data) from nine different games, which are annotated for arousal from 124 participants in a first-person continuous fashion. Even though AGAIN is created for the purpose of investigating the generality of affective computing across dissimilar tasks, affect modelling can be studied within each of its 9 specific interactive games. To the best of our knowledge AGAIN is the largest -- over 37 hours of annotated video and game logs -- and most diverse publicly available affective dataset based on games as interactive affect elicitors.

cs.HC↗

Game State Learning via Game Scene Augmentation

Having access to accurate game state information is of utmost importance for any artificial intelligence task including game-playing, testing, player modeling, and procedural content generation. Self-Supervised Learning (SSL) techniques have shown to be capable of inferring accurate game state information from the high-dimensional pixel input of game footage into compressed latent representations. Contrastive Learning is a popular SSL paradigm where the visual understanding of the game's images comes from contrasting dissimilar and similar game states defined by simple image augmentation methods. In this study, we introduce a new game scene augmentation technique -- named GameCLR -- that takes advantage of the game-engine to define and synthesize specific, highly-controlled renderings of different game states, thereby, boosting contrastive learning performance. We test our GameCLR technique on images of the CARLA driving simulator environment and compare it against the popular SimCLR baseline SSL method. Our results suggest that GameCLR can infer the game's state information from game footage more accurately compared to the baseline. Our proposed approach allows us to conduct game artificial intelligence research by directly utilizing screen pixels as input.

cs.CV↗