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Measuring Entertainment and Automatic Generation of Entertaining Games. PhD Thesis Defense Zahid Halim Date: 23 rd November 2010 http:// ming.org.pk/zahid.htm . Supervised By: Dr. Rauf Baig. Presentation Outline. Introduction Problem Statement Thesis Objective Contribution - PowerPoint PPT Presentation
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FAST-National University of Computer and Emerging Sciences, Islamabad Measuring Entertainment and Automatic Generation of Entertaining Games PhD Thesis Defense Zahid Halim Date: 23 rd November 2010 http://ming.org.pk/zahid.htm pervised By: Dr. Rauf Baig
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Page 1: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad

Measuring Entertainment and Automatic Generation of Entertaining Games

PhD Thesis Defense Zahid Halim

Date: 23rd November 2010http://ming.org.pk/zahid.htm

Supervised By: Dr. Rauf Baig

Page 2: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 2

Presentation Outline

• Introduction– Problem Statement– Thesis Objective

• Contribution– Proposed Metrics– Board Based Games– Predator/prey Games

• Conclusion• Future Plans• Major Achievements• Questions• Bibliography

Page 3: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 3

Problem Statement

• Abundance of Games

• Game Development Process

• Issues– Quantifying entertainment– Writing new games/versions

Page 4: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 4

Thesis Objective

• Define entertainment in games

• Develop a quantitative measure of entertainment

• Computational Intelligence to generate entertaining games

• Verify evolved game’s entertainment

Page 5: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 5

Entertainment Metrics Board Based Games

• Duration of the Game

• Intelligence for Playing the Game

• Dynamism Exhibited by the Pieces

• Usability of the Play Area

Page 6: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 6

Duration of the Game Metrics

• Calculated by playing the game n times• Taking average number of moves over these n games • Maximum moves are fixed at 100

1 5 9 13 17 21 25 29 33 37 41 45 49 53 57 61 65 69 73 77 81 85 89 93 97 1010

0.2

0.4

0.6

0.8

1

1.2

Raw value of D

Duration of game (D)

Scal

ed v

alue

of D

)/nL(=D k0K n

Page 7: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 7

Intelligence for Playing the Game Metrics

• Number of wins of an intelligent controller over one making random moves

• Higher number of wins against the random controller means that the game requires intelligence to be played and does not have too many frustrating dead ends

• IK is 1 if intelligent controller wins the game otherwise it is 0

)/nI(=I k0K n

Page 8: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 8

Dynamism Exhibited by the Pieces Metrics

• Game whose rules encourage greater dynamism of movement in its pieces would be more entertaining

)/m))/n/)(C(((=Dynn

1j

m

1ii

iL

Page 9: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 9

Usability of the Play Area Metrics

• It is interesting to have the play area maximally utilized during the game

))/n||/))(C(((=Un

1i

m

0kk

Cu

Page 10: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 10

Combined fitness

• All chromosomes evaluated separately according to each of the four metrics

• Then the population is sorted on each of the metrics separately

• A rank based fitness is assigned to each chromosome.

• The best chromosome assigned the highest fitness

• Ranks multiplied by weights

) U (d )Dyn (c )I (b )D (a CF rrrr

Page 11: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 11

Entertainment Metrics Predator/prey Games

• Duration of the Game

• Appropriate Level of Challenge

• Diversity

• Usability

Page 12: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 12

Duration of the Game Metrics

• In order to evolve games of short to medium duration we have fixed the upper bound of steps to 100– 3 to 5 minute game if played with arrow keys

• Premature death of agent possible• The death possibility of the agent should not be very high

– Case the resulting games short and frustrating – Depend upon the agent playing the game

)/nL(=D k0K n

Page 13: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 13

Appropriate Level of ChallengeMetrics

• High score, achieved easily and similarly too low – Not challenging enough

• Game rules should provide an appropriate level of challenge

• Factor of uncertainty in the rules of the game

)||(=C m

am

SSS

e

Page 14: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 14

Diversity Metrics

• The diversity of the game is based upon the diversity of the pieces in the game

• The behavior of the moving pieces of the game should be sufficiently diverse so that it cannot be easily predicted

)/n))(d((=Divn

1i

m

0kk

Page 15: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 15

Usability Metrics

• It is interesting to have the play area maximally utilized during the game

• If most of the moving pieces remain in a certain region of the play area then the resulting game may seem strange

))/n||/))(C(((=Un

1i

m

0kk

Cu

Page 16: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 16

Combined fitness

• All chromosomes evaluated separately according to each of the four metrics

• Then the population is sorted on each of the metrics separately

• A rank based fitness is assigned to each chromosome

• The best chromosome assigned the highest fitness

• Ranks multiplied by weights

) U (d )Div (c )C (b )D (a CF rrrr

Page 17: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 17

Board Based GamesSearch Space

Search Space DimensionPossible Values

Select ValuesCheckers Chess

Play Area Only black squares are used Both white & black squares are used

Both white & black squares are used

Types of Pieces Initially 1, maximum 2 6 6Number of pieces/type 12, variable (but max. 12) 16 variable but at maximum 24 Initial position Black squares of first 3 rows Both white & black squares

of first 2 rowsBoth white & black squares of first 3

rowsMovement direction Diagonal forward and

Diagonal, forward backwardAll directions, straight

forward, straight forward and backward, L shaped,

diagonal forward

All directions, straight forward, straight forward and backward, L shaped,

diagonal forward

Step Size One Step One Step, Multiple Steps One Step, Multiple StepsCapturing Logic Step over Step into Step over, step intoGame ending logic No moves possible for a

playerNo moves possible for the

kingNo moves possible for a player, no

moves possible for the kingConversion Logic Checkers into king Soldiers into queen or any

piece of choiceDepends upon rules of the game

Mandatory to capture Yes No Depends upon rules of the gameTurn passing allowed No No No

Page 18: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 18

Chromosome Encoding

Gene Title Value

1Placement of gene of each type 0-6:

24

25Movement logic of each type 1-6:

30

31-36 Step Size 0/1

37Capturing logic move into cell or jump over 0/1 0/1:

42

43 Piece of honour 0-6

44Conversion Logic 0-6 0-6:

49

50 Mandatory to capture or not 0/1

Page 19: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 19

Random Controller

1. Input: Game Board current state

2. Generate all legal moves3. Store the moves in a queue4. Shuffle the queue5. If not mandatory to kill

6. Randomly select a move from the queue.

7. Else

8. Select a move that captures an opponent's piece, if such move exists

9. Otherwise, randomly select a move from the queue.

10. Output: Next move to take

Page 20: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 20

Min-Max based Controller

1. Input: Game Board current state1. For each piece

2. priority=0

3. For each piece

4. if is piece of honor

5. priority = priority +1 000

6. if movement logic all directions

7. priority = priority + 8

8. if movement logic diagonal Forward and Backward

9. priority = priority + 7

10. if movement logic Straight Forward and Backward

11. priority = priority + 7

12. if movement logic diagonal Forward

13. priority = priority + 6

14. if movement logic Straight Forward

15. priority = priority + 6

16. if movement logic L shaped

17. priority = priority + 5

18. if capturing logic step into

19. priority = priority + 4

20. if capturing logic step over

21. priority = priority + 3

22. Count the number of pieces of Player A

23. Multiply the number of pieces of a type with its relevant priority

24. Count the number of pieces of Player B

25. Multiply the number of pieces of a type with its relevant priority

26. Calculate boardValue = WeightSumofA-WeightSumofB

27. Check if the Piece of Honour is dead add -1000 to boardValue

28. Check if the Piece of Honour is NOT dead add +1000 to boardValue

29. Output: boardValue

Page 21: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 21

Experimentation Setup

• 1+1 Evolutionary Strategy (ES)• 10 chromosomes are randomly initialized• The evolutionary algorithm is run for 100 iterations• Mutation only with probability of 30 percent • One parent produce one child

– Fitness difference is calculated– If it is greater than 4 (at least half times better) child is promoted

to the next population

))/)((1(__

metricsallforpcp fitnessfitnessfitnessferenceFitnessDif

Page 22: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 22

1 4 7 10 13 16 19 22 25 28 31 34 37 40 43 46 49 52 55 58 61 64 67 70 73 76 79 82 85 88 91 94 97100

0.00

5.00

10.00

15.00

20.00

25.00

30.00

Duration Intelligence Dynamism Usability

Metrics values of one family

Page 23: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 23

Piece No Movement Logic Step Size

Capturing Logic

Conversion Logic

1 L Multiple Step Into 6

2Diagonal Forward &

Backward Single Step Over 53 All Directions Multiple Step Into Nil4 Straight Forward Multiple Step Into 15 Straight Forward Multiple Step Over 26 All Directions Multiple Step Over 3

Piece of Honour 5

Mandatory to Capture No

Game Rules/Pieces Positions

Page 24: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 24

Learnability of Evolved Games 1/2

• Schmidhuber’s theory of artificial curiosity • Chellapilla’s architecture of the controller for checkers player• 5 layers in the ANN

– Input with 64 neurons– First hidden layer with 91 neurons– Second hidden layer with 40 neurons – Third with 10 neurons – Output layer with 1 neuron. – Hyperbolic tangent function is used in each neuron– Connection weights range is [-2, 2]

Page 25: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 25

Learnability of Evolved Games 2/2

• The training of the ANN is done using co-evolution• GA population is initialized representing weight• Each individual played against randomly selected 5 others• Mutation only

Game 1 Game 2 Game 3 Game 40

20

40

60

80

100

120

LearnabilityIt

erati

on to

ach

ieve

max

imum

fitn

ess

Page 26: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 26

User Survey

• Human user survey on 10 subjects• Chosen such that they have at least some level of interest towards

computer games

1 2 3 40

102030405060708090

100

Game Liked (%)

Page 27: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 27

Predator/prey GamesSearch Space

• 14 X 14 grid excluding the boundary walls.

• Couple of walls at fixed positions and of size 7 cells

• There is one player controlled by the human player.

• There are N (0-20)other pieces of M (1,2 and 3) types

• Maximum duration 100 game steps• Finish game

– Agent dies– Maximum score is achieved – Maximum game steps utilized

• Movement logic

– No movement – Clockwise– Counter clockwise– Random– Random direction

• Collision logic– no effect– random relocation to a new location

on the grid – death

• Scoring logic– +1, -1, 0

Page 28: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 28

Chromosome Encoding

Number of predators Red 0-20

Collision logic

Blue-Green 0-2

Green 0-20 Blue-Blue 0-2

Blue 0-20 Blue-Agent 0-2

Movement logicRed 0-4 Agent-Red 0-2

Green 0-4 Agent-Green 0-2

Blue 0-4 Agent-Blue 0-2

Collision logic

Red- Red 0-2

Score logic

Red- Red -1,0,+1

Red- Green 0-2 Green-Green -1,0,+1

Red-Blue 0-2 Blue-Blue -1,0,+1

Red- Agent 0-2 Agent-Red -1,0,+1

Green-Red 0-2 Agent Green -1,0,+1

Green-Green 0-2 Agent-Blue -1,0,+1

Green-Blue 0-2 Green-Red -1,0,+1

Green-Agent 0-2 Blue-Red -1,0,+1

Blue-Red 0-2 Blue-Green -1,0,+1

Page 29: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 29

Rule Based Controller

• The controller notes the nearest piece (if any) in each of the four directions moves one step towards the nearest score increasing piece

• If there are no score increasing piece, step according to priority list

– Move in the empty direction• If more than one such directions move towards farthest

– Move towards score neutral piece

– Move towards score decreasing piece

– Move towards death causing piece

Page 30: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 30

Neural Network Based Controller

• Multi-layer fully feed forward • 6 neurons in the input layer• 5 neurons in the hidden layer • 4 output layer neurons• Sigmoid activation function• Edges weights -5 to +5

∆xr

∆xg

∆xb

∆yg

∆yb

∆yr Nu

Nd

Nl

Nr

Connection Edges

Connection Edges

Connection Edges

Page 31: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 31

Experimentation Setup

• 10 chromosomes are randomly initialized by the GA

• One offspring is created for each chromosome – Duplicating it– Mutating any one of its gene

• Results in 20 chromosomes from which 10 best chosen

• 100 generations

Page 32: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 32

Appropriate level of challenge

Duration of game

Diversity

Usability

Combined Fitness

Page 33: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 33

Controller Learning Ability

Diversity-RB

Duration-RB

Challenge-RB

Usability-RB

Diversity-ANN

Duration-ANN

Challenge-ANN

Usability-ANN

Combined-RB

Combined-ANN

Random

0 200 400 600 800 1000 1200

Page 34: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 34

User Survey

• 10 subjects• Conducted in two different sets on different days

– Rule based controller – ANN based controller– Each individual was given 6 games– Play 2 times

Random

Duration

Challenge

Diversi

ty

Usabilit

y

Combined Fi

tness02468

1012

Rule Based ControllerANN Based Controller

Duration4%

Chal-lenge32%

Usability24%

Combined Fitness

40%

Human User Survey ANN Based Controller

Duration12%

Challenge24%

Usability18%

Com-bined Fitness

47%

Human User Survey Rule Based Controller

Page 35: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 35

Conclusion

• Identified the entertainment factors• Introduced entertainment metrics

– Board based genre of games– Video games

• Predator/prey • Entertainment factors dependent on genre• Automatic generation of entertaining games• Verification

– Learnability of Evolved Games– User survey

Page 36: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 36

Limitations

• Appropriate for offline mode

• Processor intensive– Multiple times

Page 37: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 37

Future Plans

• Multi objective genetic algorithm

• Model the behavior of a particular human player– Evolving content for games against his/her playing patterns

• Physical activating games for medical science

Page 38: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad

Measuring Entertainment and Automatic Generation of Entertaining Games

Thank you for your patience

Questions

Page 39: Measuring Entertainment and Automatic Generation of Entertaining Games

FAST-National University of Computer and Emerging Sciences, Islamabad 39

Bibliography 1/7

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• L. Davis, “Hybridization and Numerical Representation”, in L Davis (ed), The Handbook of Genetic Algorithms, Van Nostrand Reinhold, 1991, pp 61–71

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FAST-National University of Computer and Emerging Sciences, Islamabad 40

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