Academia.eduAcademia.edu

Outline

Experience-Driven Procedural Content Generation

2011, IEEE Transactions on Affective Computing

https://doi.org/10.1109/T-AFFC.2011.6

Abstract

Procedural content generation (PCG) is an increasingly important area of technology within modern human-computer interaction (HCI) design. Personalization of user experience via affective and cognitive modeling, coupled with real-time adjustment of the content according to user needs and preferences are important steps toward effective and meaningful PCG. Games, Web 2.0, interface, and software design are among the most popular applications of automated content generation. The paper provides a taxonomy of PCG algorithms and introduces a framework for PCG driven by computational models of user experience. This approach, which we call Experience-Driven Procedural Content Generation (EDPCG), is generic and applicable to various subareas of HCI. We employ games as an example indicative of rich HCI and complex affect elicitation, and demonstrate the approach's effectiveness via dissimilar successful studies.

Key takeaways
sparkles

AI

  1. Experience-Driven Procedural Content Generation (EDPCG) optimizes user experience through affective modeling and real-time content adjustment.
  2. EDPCG applies to diverse HCI fields, enhancing personalization in games, e-commerce, and education.
  3. Player experience modeling combines subjective, objective, and gameplay-based approaches for richer insights.
  4. The cost of game content creation has surged, necessitating automated solutions like EDPCG.
  5. The paper outlines a taxonomy of PCG algorithms and discusses the challenges of evaluating game content quality.

References (107)

  1. J. Juul, A Casual Revolution: Reinventing Video Games and Their Players. MIT Press, 2009.
  2. T. Taylor, Play Between Worlds: Exploring Online Game Culture. The MIT Press, March 2006.
  3. C. Bateman and R. Boon, 21st Century Game Design. Charles River Media, 2005.
  4. E. Hudlicka, "Affective game engines: Motivation and requirements," in Proceedings of the 4th Int. Conf. on the Foundations of Digital Games. ACM, 2009, pp. 299-306.
  5. R. W. Picard, Affective Computing. Cambridge, MA: The MIT Press, 1997.
  6. I. Leite, A. Pereira, S. Mascarenhas, G. Castellano, C. Martinho, R. Prada, and A. Paiva, "Closing the loop: from affect recognition to empathic interaction," in Proceedings of the 3rd International Work- shop on Affect Interaction in Natural Environments (AFFINE'10), ACM Multimedia 2010. Florence, Italy: ACM, 2010.
  7. P. Sundström, A. Ståhl, and K. Höök, "In situ informants exploring an emotional mobile messaging system in their everyday practice," Int. J. Hum.-Comput. Stud., vol. 65, pp. 388-403, April 2007.
  8. P. Sundström, "Exploring the affective loop," Stockholm University, Tech. Rep., 2005.
  9. R. W. Picard, E. Vyzas, and J. Healey, "Toward Machine Emotional Intelligence: Analysis of Affective Physiological State," IEEE Trans. Pattern Anal. Mach. Intell., vol. 23, no. 10, pp. 1175-1191, 2001.
  10. K. L. Walton, Mimesis as make-believe. Harvard University Press, Cambridge, MA, 1990.
  11. C. Bateman and L. E. Nacke, "The Neurobiology of Play," in Proceedings of Future Play 2010, 2010, pp. 1-8.
  12. R. A. Calvo and S. D. Mello, "Affect detection: An interdisciplinary reveiw of models, methods and their applications," IEEE Transactions on Affective Computing, vol. 1, no. 1, pp. 18-37, 2010.
  13. P. Rani, C. Liu, N. Sarkar, and E. Vanman, "An empirical study of machine learning techniques for affect recognition in humanrobot interaction," Pattern Analysis and Applications, vol. 9, no. 1, pp. 58- 69, 2006.
  14. P. Rani, N. Sarkar, and C. Liu, "Maintaining optimal challenge in computer games through real-time physiological feedback," in Pro- ceedings of the 11 th International Conference on Human Computer Interaction, 2005.
  15. G. Chanel, C. Rebetez, M. Betrancourt, and T. Pun, "Boredom, engagement and anxiety as indicators for adaptation to difficulty in games," in Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era. ACM, 2008, pp. 13-17.
  16. J. Kim and E. Andre, "Emotion recognition using physiological and speech signal in short-term observation," in International Tutorial and Research Workshop on Perception and Interactive Technologies. Germany: Springer-Verlag Berlin Heidelberg, 2006, pp. 53-64.
  17. R. Mandryk and K. Inkpen, "Physiological indicators for the evalu- ation of co-located collaborative play," in Proceedings of the 2004 ACM conference on Computer supported cooperative work. ACM, 2004, pp. 102-111.
  18. S. Tognetti, M. Garbarino, A. Bonarini, and M. Matteucci, "Modeling enjoyment preference from physiological responses in a car racing game," in Proceedings of the IEEE Conference on Computational Intelligence and Games, Copenhagen, Denmark, 18-21 August 2010, pp. 321-328.
  19. G. N. Yannakakis, J. Hallam, and H. H. Lund, "Entertainment Capture through Heart Rate Activity in Physical Interactive Playgrounds," User Modeling and User-Adapted Interaction, Special Issue: Affective Modeling and Adaptation, vol. 18, no. 1-2, pp. 207-243, February 2008.
  20. G. N. Yannakakis, H. P. Martínez, and A. Jhala, "Towards Affec- tive Camera Control in Games," User Modeling and User-Adapted Interaction, vol. 20, no. 4, pp. 313-340, 2010.
  21. A. Drachen, L. Nacke, G. N. Yannakakis, and A. L. Pedersen, "Corre- lation between heart rate, electrodermal activity and player experience in First-Person Shooter games," in In press for SIGGRAPH 2010. ACM-SIGGRAPH Publishers, 2010.
  22. S. McQuiggan, S. Lee, and J. Lester, "Predicting User Physiological Response for Interactive Environments: An Inductive Approach," in Proceedings of the 2 nd Artificial Intelligence for Interactive Digital Entertainment Conference, 2006, pp. 60-65.
  23. R. Aylett, J. Dias, and A. Paiva, "An affectively driven planner for synthetic characters," in Proceedings of ICAPS, 2006.
  24. P. F. Camara, Creativity and Artificial Intelligence: A Conceptual Blending Approach; Applications of Cognitive Linguistics. Amster- dam: Mouton de Gruyter, 2006.
  25. K. Stanley, B. Bryant, and R. Miikkulainen, "Real-time evolution in the NERO video game," in Proceedings of the IEEE Symposium on Computational Intelligence and Games, G. Kendall and S. M. Lucas, Eds., Essex University, Colchester, UK, 4-6 April 2005, pp. 182-189.
  26. D. Djordjevich, P. Xavier, M. Bernard, J. Whetzel, M. Glickman, and S. Verzi, "Preparing for the aftermath: Using emotional agents in game-based training for disaster response," in Proceedings of the IEEE Symposium on Computational Intelligence and Games, G. Kendall and S. M. Lucas, Eds., Essex University, Colchester, UK, 4-6 April 2008, pp. 266-275.
  27. J. Togelius, G. N. Yannakakis, K. O. Stanley, and C. Browne, "Search-based procedural content generation," in Proceedings of the European Conference on Applications of Evolutionary Computation (EvoApplications), vol. 6024. Springer LNCS, 2010.
  28. C. Pedersen, J. Togelius, and G. N. Yannakakis, "Modeling Player Experience for Content Creation," IEEE Transactions on Computa- tional Intelligence and AI in Games, vol. 2, no. 1, pp. 54-67, 2010.
  29. N. Shaker, G. N. Yannakakis, and J. Togelius, "Towards Automatic Personalized Content Generation for Platform Games," in Proceed- ings of Artificial Intelligence and Interactive Digital Entertainment (AIIDE'10). Palo Alto, CA: AAAI Press, October 2010, pp. 63-68.
  30. J. Gratch and S. Marsella, "Evaluating a computational model of emotion," Autonomous Agents and Multi-Agent Systems, vol. 11, no. 1, pp. 23-43, 2005.
  31. C. Conati, "Probabilistic Assessment of User's Emotions in Educa- tional Games," Journal of Applied Artificial Intelligence, special issue on "Merging Cognition and Affect in HCI", vol. 16, pp. 555-575, 2002.
  32. R. L. Mandryk, K. M. Inkpen, and T. W. Calvert, "Using Psychophys- iological Techniques to Measure User Experience with Entertainment Technologies," Behaviour and Information Technology (Special Issue on User Experience), vol. 25, no. 2, pp. 141-158, 2006.
  33. R. J. Pagulayan, K. Keeker, D. Wixon, R. L. Romero, and T. Fuller, User-centered design in games. The HCI Handbook. Lawrence Erlbaum Associates, 2003.
  34. G. N. Yannakakis and J. Hallam, "Towards Optimizing Entertainment in Computer Games," Applied Artificial Intelligence, vol. 21, pp. 933- 971, 2007.
  35. G. N. Yannakakis, "Preference Learning for Affective Modeling," in Proceedings of the Int. Conf. on Affective Computing and Intelligent Interaction. Amsterdam, The Netherlands: IEEE, September 2009, pp. 126-131.
  36. G. N. Yannakakis and J. Hallam, "Towards Capturing and Enhancing Entertainment in Computer Games," in Proceedings of the 4 th Hel- lenic Conference on Artificial Intelligence, Lecture Notes in Artificial Intelligence, vol. 3955. Heraklion, Greece: Springer-Verlag, May 2006, pp. 432-442.
  37. --, "Real-time Game Adaptation for Optimizing Player Satisfac- tion," IEEE Transactions on Computational Intelligence and AI in Games, vol. 1, no. 2, pp. 121-133, June 2009.
  38. C. Pedersen, J. Togelius, and G. N. Yannakakis, "Modeling Player Experience in Super Mario Bros," in Proceedings of the IEEE Symposium on Computational Intelligence and Games. Milan, Italy: IEEE, September 2009, pp. 132-139.
  39. A. Nijholt, "BCI for Games: A State of the Art Survey," in Proceed- ings of Entertainment Computing -ICEC 2008, 2009, pp. 225-228.
  40. T. Partala and V. Surakka, "Pupil size variation as an indication of affective processing," International Journal of Human-Computer Studies, vol. 59, no. 1-2, pp. 185-198, 2003.
  41. A. Barreto, J. Zhai, and M. Adjouadi, "Non-intrusive physiological monitoring for automated stress detection in human-computer inter- action," in Proceedings of Human Computer Interaction. Springer, 2007, pp. 29-39.
  42. S. Asteriadis, K. Karpouzis, and S. D. Kollias, "A neuro-fuzzy approach to user attention recognition," in Proceedings of ICANN. Springer, 2008, pp. 927-936.
  43. M. Pantic and G. Caridakis, Emotion-Oriented Systems: The Humaine Handbook. Springer-Verlag Berlin Heidelberg, 2011, ch. Image and Video Processing for Affective Applications, pp. 101-117.
  44. L. Kessous, G. Castellano, and G. Caridakis, "Multimodal emotion recognition in speech-based interaction using facial expression, body gesture and acoustic analysis," Journal on Multimodal User Inter- faces, vol. 3, pp. 33-48, 2010.
  45. T. Kannetis, A. Potamianos, and G. N. Yannakakis, "Fantasy, Curios- ity and Challenge as Adaptation Indicators in Multimodal Dialogue Systems for Preschoolers," in Proceedings of the Workshop on Child, Computer and Interaction (WOCCI'09), ICMI'09. Cambridge, MA: ACM Press, November 2009.
  46. Z. Zeng, M. Pantic, G. Roisman, and T. Huang, "A survey of affect recognition methods: Audio, visual, and spontaneous expressions," IEEE Trans. Pattern Analysis and Machine Intelligence, vol. 31, no. 1 pages = 39-58,, 2009.
  47. N. Frijda, The Emotions. Engelwood cliffs, NJ: Cambridge Univer- sity Press, 1986.
  48. L. Feldman, "Valence focus and arousal focus: Individual differences in the structure of affective experience," Journal of Personality and Social Psychology, vol. 69, pp. 53-166, 1995.
  49. J. A. Russell, "Core affect and the psychological construction of emotion," Psychological Rev., vol. 110, pp. 145-172, 2003.
  50. S. Asteriadis, D. Soufleros, and K. Karpouzis, "A natural head pose and eye gaze dataset," in International Conference on Multimodal Interfaces (ICMI 2009). Springer, 2009.
  51. R. L. Mandryk and M. S. Atkins, "A Fuzzy Physiological Approach for Continuously Modeling Emotion During Interaction with Play Environments," International Journal of Human-Computer Studies, vol. 65, pp. 329-347, 2007.
  52. H. P. Martinez, A. Jhala, and G. N. Yannakakis, "Analyzing the Impact of Camera Viewpoint on Player Psychophysiology," in Pro- ceedings of the Int. Conf. on Affective Computing and Intelligent Interaction. Amsterdam, The Netherlands: IEEE, September 2009, pp. 394-399.
  53. K. Isbister and N. Schaffer, Game Usability: Advancing the Player Experience. Morgan Kaufman, 2008.
  54. A. Ortony, G. L. Clore, and A. Collins, The Cognitive Structure of Emotions. Cambridge University Press, 1988.
  55. B. F. Skinner, The Behavior of Organisms: An Experimental Analysis. Cambridge, Massachusetts: B. F. Skinner Foundation, 1938.
  56. K. R. Scherer, "Studying the emotion-antecedent appraisal process: An expert system approach," Cognition and Emotion, vol. 7, pp. 325- 355, 1993.
  57. T. W. Malone, "What makes things fun to learn? heuristics for designing instructional computer games," in Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems, 1980, pp. 162-169.
  58. R. Koster, A theory of fun for game design. Paraglyph press, 2005.
  59. M. Csikszentmihalyi, Flow: the Psychology of Optimal Experience. Harper Collins, 1990.
  60. E. Hastings, R. Guha, and K. O. Stanley, "Evolving content in the galactic arms race video game," in Proceedings of the IEEE Symposium on Computational Intelligence and Games, 2009, pp. 241-248.
  61. H. Iida, N. Takeshita, and J. Yoshimura, "A metric for entertainment of boardgames: its implication for evolution of chess variants," in IWEC2002 Proceedings, R. Nakatsu and J. Hoshino, Eds. Kluwer, 2003, pp. 65-72.
  62. J. K. Olesen, G. N. Yannakakis, and J. Hallam, "Real-time challenge balance in an RTS game using rtNEAT," in Proceedings of the IEEE Symposium on Computational Intelligence and Games. Perth, Australia: IEEE, December 2008, pp. 87-94.
  63. G. van Lankveld, P. Spronck, and M. Rauterberg, "Difficulty Scaling through Incongruity," in Proceedings of the 4th International Artifi- cial Intelligence and Interactive Digital Entertainment Conference. AAAI Press, 2008, pp. 228-229.
  64. P. Spronck, I. Sprinkhuizen-Kuyper, and E. Postma, "Difficulty Scal- ing of Game AI," in Proceedings of the 5th International Conference on Intelligent Games and Simulation (GAME-ON 2004), 2004, pp. 33-37.
  65. G. Andrade, G. Ramalho, H. Santana, and V. Corruble, "Extending reinforcement learning to provide dynamic game balancing," in Proceedings of the Workshop on Reasoning, Representation, and Learning in Computer Games, 19th International Joint Conference on Artificial Intelligence (IJCAI), August 2005, pp. 7-12.
  66. N. Sorenson and P. Pasquier, "Towards a generic framework for automated video game level creation," in Proceedings of the Eu- ropean Conference on Applications of Evolutionary Computation (EvoApplications), vol. 6024. Springer LNCS, 2010, pp. 130-139.
  67. R. Houlette, Player Modeling for Adaptive Games. AI Game Pro- gramming Wisdom II. Charles River Media, Inc, 2004, pp. 557-566.
  68. D. Charles and M. Black, "Dynamic player modelling: A framework for player-centric digital games," in Proceedings of the International Conference on Computer Games: Artificial Intelligence, Design and Education, 2004, pp. 29-35.
  69. G. N. Yannakakis and M. Maragoudakis, "Player modeling impact on player's entertainment in computer games," in Proceedings of the 10 th International Conference on User Modeling; Lecture Notes in Computer Science, vol. 3538. Edinburgh: Springer-Verlag, 24-30 July 2005, pp. 74-78.
  70. C. Thurau, C. Bauckhage, and G. Sagerer, "Learning human-like Movement Behavior for Computer Games," in From Animals to Animats 8: Proceedings of the 8 th International Conference on Simulation of Adaptive Behavior (SAB-04), S. Schaal, A. Ijspeert, A. Billard, S. Vijayakumar, J. Hallam, and J.-A. Meyer, Eds. Santa Monica, LA, CA: The MIT Press, July 2004, pp. 315-323.
  71. D. Thue, V. Bulitko, M. Spetch, and E. Wasylishen, "Interactive sto- rytelling: A player modelling approach," in The Third Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE), Stanford, CA, 2007, pp. 43-48.
  72. R. Thawonmas, M. Kurashige, K. Iizuka, and M. Kantardzic, "Clus- tering of Online Game Users Based on Their Trails Using Self- organizing Map," in Proceedings of Entertainment Computing -ICEC 2006, 2006, pp. 366-369.
  73. A. Drachen, A. Canossa, and G. N. Yannakakis, "Player Modeling us- ing Self-Organization in Tomb Raider: Underworld," in Proceedings of the IEEE Symposium on Computational Intelligence and Games. Milan, Italy: IEEE, September 2009, pp. 1-8.
  74. O. Missura and T. Gärtner, "Player modeling for intelligent difficulty adjustment," in Proceedings of the ECML-09 Workshop From Local Patterns to Global Models (LeGo-09), J. F. Arno Knobbe, Ed., Bled, Slovenia, September 2009.
  75. B. Weber and M. Mateas, "A Data Mining Approach to Strategy Prediction," in IEEE Symposium on Computational Intelligence in Games (CIG 2009), Milan, Italy, September 2009, pp. 140-147.
  76. S. H. Fairclough, "Fundamentals of physiological computing," Inter- act. Comput., vol. 21, no. 1-2, pp. 133-145, 2009.
  77. N. Ravaja, T. Saari, M. Turpeinen, J. Laarni, M. Salminen, and M. Kivikangas, "Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?" Presence Teleoper- ators & Virtual Environments, vol. 15, no. 4, pp. 381-392, 2006.
  78. M. Schwartz, H. P. Martinez, G. N. Yannakakis, and A. Jhala, "Investigating the Interplay between Camera Viewpoints, Game In- formation, and Challenge," in Proceedings of Artificial Intelligence and Interactive Digital Entertainment (AIIDE'09). Palo Alto, CA: AAAI Press, October 2009.
  79. A. Drachen and A. Canossa, "Towards Gameplay Analysis via Gameplay Metrics," in Proceedings of the 13th MindTrek 2009. Tampere, Finland: ACM-SIGCHI Publishers, September 2009.
  80. J. Fürnkranz and E. Hüllermeier, "Preference learning," Künstliche Intelligenz, vol. 19, no. 1, pp. 60-61, 2005.
  81. J. Doyle, "Prospects for preferences," Computational Intelligence, vol. 20, no. 2, pp. 111-136, May 2004.
  82. G. N. Yannakakis, M. Maragoudakis, and J. Hallam, "Preference Learning for Cognitive Modeling: A Case Study on Entertainment Preferences," IEEE Systems, Man and Cybernetics; Part A: Systems and Humans, vol. 39, no. 6, pp. 1165-1175, November 2009.
  83. J. Togelius, M. Preuss, and G. N. Yannakakis, "Towards multiob- jective procedural map generation," in Proceedings of the Workshop on Procedural Content Generation, Foundations of Digital Games. Monterey, CA: ACM Press, June 2010.
  84. D. Dimovska, P. Jarnfelt, S. Selvig, and G. N. Yannakakis, "Towards Procedural Level Generation for Rehabilitation," in Proceedings of the Workshop on Procedural Content Generation, Foundations of Digital Games. Monterey, CA: ACM Press, June 2010.
  85. G. N. Yannakakis, J. Togelius, R. Khaled, A. Jhala, K. Karpouzis, A. Paiva, and A. Vasalou, "Siren: Towards adaptive serious games for teaching conflict resolution," in Proceedings of the 4th European Conference on Games Based Learning, Copenhagen, 2010.
  86. Y. Cheong and M. Young, "A computational model of narrative generation for suspense," in AAAI 2006 Computational Aesthetic Workshop, 2006.
  87. H. P. Martínez and G. N. Yannakakis, "Genetic search feature selection for affective modeling: a case study on reported prefer- ences," in Proceedings of the 3rd international workshop on Affective interaction in natural environments. ACM, 2010, pp. 15-20.
  88. J. Togelius, R. De Nardi, and S. M. Lucas, "Towards automatic personalised content creation in racing games," in Proceedings of the IEEE Symposium on Computational Intelligence and Games, 2007.
  89. J. Marks and V. Hom, "Automatic design of balanced board games," in Proceedings of the Artificial Intelligence and Interactive Digital Entertainment International Conference (AIIDE), 2007, pp. 25-30.
  90. C. Browne, "Automatic generation and evaluation of recombination games," Ph.D. dissertation, Queensland University of Technology, 2008.
  91. J. Togelius and J. Schmidhuber, "An Experiment in Automatic Game Design," in Proceedings of the IEEE Symposium on Computational Intelligence and Games. Perth, Australia: IEEE, December 2008, pp. 252-259.
  92. A. Martin, A. Lim, S. Colton, and C. Browne, "Evolving 3d build- ings for the prototype video game subversion," in Proceedings of EvoApplications, 2010.
  93. H. Takagi, "Interactive evolutionary computation: Fusion of the capacities of EC optimization and human evaluation," Proceedings of the IEEE, vol. 89, no. 9, pp. 1275-1296, 2001.
  94. M. O. Riedl and N. Sugandh, "Story planning with vignettes: Toward overcoming the content production bottleneck," in Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling, Erfurt, Germany, 2008, pp. 168-179.
  95. M. J. Nelson, C. Ashmore, and M. Mateas, "Authoring an interactive narrative with declarative optimization-based drama management," in Proceedings of the Artificial Intelligence and Interactive Digital Entertainment International Conference (AIIDE), 2006.
  96. P. J. Bentley and S. Kumar, "The ways to grow designs: A comparison of embryogenies for an evolutionary design problem," in Proceedings of the Genetic and Evolutionary Computation Conference, 1999, pp. 35-43.
  97. G. S. Hornby and J. B. Pollack, "The advantages of generative grammatical encodings for physical design," in Proceedings of IEEE CEC, 2001.
  98. K. O. Stanley, "Compositional pattern producing networks: A novel abstraction of development," Genetic Programming and Evolvable Machines Special Issue on Developmental Systems, vol. 8, no. 2, pp. 131-162, 2007.
  99. K. O. Stanley and R. Miikkulainen, "A taxonomy for artificial embryogeny," Artificial Life, vol. 9, no. 2, pp. 93-130, 2003.
  100. F. Rothlauf, Representations for Genetic and Evolutionary Algo- rithms. Heidelberg: Springer, 2006.
  101. J. Togelius, M. Preuss, N. Beume, S. Wessing, J. Hagelbäck, and G. N. Yannakakis, "Multiobjective exploration of the starcraft map space," in Proceedings of the IEEE Conference on Computational Intelligence and Games, Copenhagen, Denmark, 18-21 August 2010, pp. 265-272.
  102. A. Lindenmayer, "Mathematical models for cellular interaction in development parts I and II," Journal of Theoretical Biology, vol. 18, pp. 280-299 and 300-315, 1968.
  103. P. Prusinkiewicz, "Graphical applications of l-systems," in Proceed- ings of Graphics Interface / Vision Interface, 1986, pp. 247-253.
  104. G. S. P. Miller, "The definition and rendering of terrain maps," in Proceedings of SIGGRAPH, vol. 20, 1986.
  105. D. Ashlock, "Automatic generation of game elements via evolution," in Proceedings of the IEEE Conference on Computational Intelli- gence and Games (CIG), 2010.
  106. R. M. Smelik, T. Tutenel, K. J. de Kraker, and R. Bidarra, "Integrating procedural generation and manual editing of virtual worlds," in Proceedings of the ACM Foundations of Digital Games. ACM Press, June 2010.
  107. A. M. Smith and M. Mateas, "Variations forever: Flexibly gener- ating rulesets from a sculptable design space of mini-games," in Proceedings of the IEEE Conference on Computational Intelligence and Games, Copenhagen, Denmark, 18-21 August 2010, pp. 273- 280.