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Georgios N. Yannakakis

Publications and source records attributed to Georgios N. Yannakakis.

65 records · Page 4Linked to original sources

Moment-to-moment Engagement Prediction through the Eyes of the Observer: PUBG Streaming on Twitch

Is it possible to predict moment-to-moment gameplay engagement based solely on game telemetry? Can we reveal engaging moments of gameplay by observing the way the viewers of the game behave? To address these questions in this paper, we reframe the way gameplay engagement is defined and we view it, instead, through the eyes of a game's live audience. We build prediction models for viewers' engagement based on data collected from the popular battle royale game PlayerUnknown's Battlegrounds as obtained from the Twitch streaming service. In particular, we collect viewers' chat logs and in-game telemetry data from several hundred matches of five popular streamers (containing over 100,000 game events) and machine learn the mapping between gameplay and viewer chat frequency during play, using small neural network architectures. Our key findings showcase that engagement models trained solely on 40 gameplay features can reach accuracies of up to 80% on average and 84% at best. Our models are scalable and generalisable as they perform equally well within- and across-streamers, as well as across streamer play styles.

cs.HC↗

Play with One's Feelings: A Study on Emotion Awareness for Player Experience

Affective interaction between players of video games can elicit rich and varying patterns of emotions. In multiplayer activities that take place in a common space (such as sports and board games), players are generally aware of the emotions of their teammates or opponents as they can directly observe their behavioral patterns, facial expressions, head pose, body stance and so on. Players of online video games, however, are not generally aware of the other players' emotions given the limited channels of direct interaction among them (e.g. via emojis or chat boxes). It also turns out that the impact of real-time emotionawareness on play is still unexplored in the space of online digital games. Motivated by this lack of empirical knowledge on the role of the affect of others to one's gameplay performance in this paper we investigate the degrees to which the expression of manifested emotions of an opponent can affect the emotions of the player and consequently his gameplay behavior. In this initial study, we test our hypothesis on a two-player adversarial car racing game. We perform a comprehensive user study to evaluate the emotions, behaviors, and attitudes of players in emotion aware versus emotion agnostic game versions. Our findings suggest that expressing the emotional state of the opponent through an emoji in real-time affects the emotional state and behavior of players that can consequently affect their playing experience.

cs.HC↗

I Feel I Feel You: A Theory of Mind Experiment in Games

In this study into the player's emotional theory of mind of gameplaying agents, we investigate how an agent's behaviour and the player's own performance and emotions shape the recognition of a frustrated behaviour. We focus on the perception of frustration as it is a prevalent affective experience in human-computer interaction. We present a testbed game tailored towards this end, in which a player competes against an agent with a frustration model based on theory. We collect gameplay data, an annotated ground truth about the player's appraisal of the agent's frustration, and apply face recognition to estimate the player's emotional state. We examine the collected data through correlation analysis and predictive machine learning models, and find that the player's observable emotions are not correlated highly with the perceived frustration of the agent. This suggests that our subject's theory of mind is a cognitive process based on the gameplay context. Our predictive models---using ranking support vector machines---corroborate these results, yielding moderately accurate predictors of players' theory of mind.

cs.AI↗

From Pixels to Affect: A Study on Games and Player Experience

Is it possible to predict the affect of a user just by observing her behavioral interaction through a video? How can we, for instance, predict a user's arousal in games by merely looking at the screen during play? In this paper we address these questions by employing three dissimilar deep convolutional neural network architectures in our attempt to learn the underlying mapping between video streams of gameplay and the player's arousal. We test the algorithms in an annotated dataset of 50 gameplay videos of a survival shooter game and evaluate the deep learned models' capacity to classify high vs low arousal levels. Our key findings with the demanding leave-one-video-out validation method reveal accuracies of over 78% on average and 98% at best. While this study focuses on games and player experience as a test domain, the findings and methodology are directly relevant to any affective computing area, introducing a general and user-agnostic approach for modeling affect.

cs.HC↗

Procedural Content Generation through Quality Diversity

Quality-diversity (QD) algorithms search for a set of good solutions which cover a space as defined by behavior metrics. This simultaneous focus on quality and diversity with explicit metrics sets QD algorithms apart from standard single- and multi-objective evolutionary algorithms, as well as from diversity preservation approaches such as niching. These properties open up new avenues for artificial intelligence in games, in particular for procedural content generation. Creating multiple systematically varying solutions allows new approaches to creative human-AI interaction as well as adaptivity. In the last few years, a handful of applications of QD to procedural content generation and game playing have been proposed; we discuss these and propose challenges for future work.

cs.NE↗

PAGAN: Video Affect Annotation Made Easy

How could we gather affect annotations in a rapid, unobtrusive, and accessible fashion? How could we still make sure that these annotations are reliable enough for data-hungry affect modelling methods? This paper addresses these questions by introducing PAGAN, an accessible, general-purpose, online platform for crowdsourcing affect labels in videos. The design of PAGAN overcomes the accessibility limitations of existing annotation tools, which often require advanced technical skills or even the on-site involvement of the researcher. Such limitations often yield affective corpora that are restricted in size, scope and use, as the applicability of modern data-demanding machine learning methods is rather limited. The description of PAGAN is accompanied by an exploratory study which compares the reliability of three continuous annotation tools currently supported by the platform. Our key results reveal higher inter-rater agreement when annotation traces are processed in a relative manner and collected via unbounded labelling.

cs.HC↗

Your Gameplay Says It All: Modelling Motivation in Tom Clancy's The Division

Is it possible to predict the motivation of players just by observing their gameplay data? Even if so, how should we measure motivation in the first place? To address the above questions, on the one end, we collect a large dataset of gameplay data from players of the popular game Tom Clancy's The Division. On the other end, we ask them to report their levels of competence, autonomy, relatedness and presence using the Ubisoft Perceived Experience Questionnaire. After processing the survey responses in an ordinal fashion we employ preference learning methods based on support vector machines to infer the mapping between gameplay and the reported four motivation factors. Our key findings suggest that gameplay features are strong predictors of player motivation as the best obtained models reach accuracies of near certainty, from 92% up to 94% on unseen players.

cs.LG↗

Quality Diversity Through Surprise

Quality diversity is a recent family of evolutionary search algorithms which focus on finding several well-performing (quality) yet different (diversity) solutions with the aim to maintain an appropriate balance between divergence and convergence during search. While quality diversity has already delivered promising results in complex problems, the capacity of divergent search variants for quality diversity remains largely unexplored. Inspired by the notion of surprise as an effective driver of divergent search and its orthogonal nature to novelty this paper investigates the impact of the former to quality diversity performance. For that purpose we introduce three new quality diversity algorithms which employ surprise as a diversity measure, either on its own or combined with novelty, and compare their performance against novelty search with local competition, the state of the art quality diversity algorithm. The algorithms are tested in a robot navigation task across 60 highly deceptive mazes. Our findings suggest that allowing surprise and novelty to operate synergistically for divergence and in combination with local competition leads to quality diversity algorithms of significantly higher efficiency, speed and robustness.

cs.NE↗

Surprise Search for Evolutionary Divergence

Inspired by the notion of surprise for unconventional discovery we introduce a general search algorithm we name surprise search as a new method of evolutionary divergent search. Surprise search is grounded in the divergent search paradigm and is fabricated within the principles of evolutionary search. The algorithm mimics the self-surprise cognitive process and equips evolutionary search with the ability to seek for solutions that deviate from the algorithm's expected behaviour. The predictive model of expected solutions is based on historical trails of where the search has been and local information about the search space. Surprise search is tested extensively in a robot maze navigation task: experiments are held in four authored deceptive mazes and in 60 generated mazes and compared against objective-based evolutionary search and novelty search. The key findings of this study reveal that surprise search is advantageous compared to the other two search processes. In particular, it outperforms objective search and it is as efficient as novelty search in all tasks examined. Most importantly, surprise search is faster, on average, and more robust in solving the navigation problem compared to any other algorithm examined. Finally, our analysis reveals that surprise search explores the behavioural space more extensively and yields higher population diversity compared to novelty search. What distinguishes surprise search from other forms of divergent search, such as the search for novelty, is its ability to diverge not from earlier and seen solutions but rather from predicted and unseen points in the domain considered.

cs.NE↗

The Preference Learning Toolbox

Preference learning (PL) is a core area of machine learning that handles datasets with ordinal relations. As the number of generated data of ordinal nature is increasing, the importance and role of the PL field becomes central within machine learning research and practice. This paper introduces an open source, scalable, efficient and accessible preference learning toolbox that supports the key phases of the data training process incorporating various popular data preprocessing, feature selection and preference learning methods.

stat.ML↗

Active Player Modelling

We argue for the use of active learning methods for player modelling. In active learning, the learning algorithm chooses where to sample the search space so as to optimise learning progress. We hypothesise that player modelling based on active learning could result in vastly more efficient learning, but will require big changes in how data is collected. Some example active player modelling scenarios are described. A particular form of active learning is also equivalent to an influential formalisation of (human and machine) curiosity, and games with active learning could therefore be seen as being curious about the player. We further hypothesise that this form of curiosity is symmetric, and therefore that games that explore their players based on the principles of active learning will turn out to select game configurations that are interesting to the player that is being explored.

cs.LG↗