
Georgios YannakakisUniversity of Malta · Institute of Digital Games
Georgios Yannakakis
PhD
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318
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Introduction
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October 2012 - present
Publications
Publications (318)
This article surveys the current state-of-the-art in affective computing (AC) 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 adaptat...
We propose an online methodology where moment-to-moment affect annotations are gathered while exploring and visually interacting with virtual environments. For this task we developed an application to support this methodology, targeting both a VR and a desktop experience, and conducted a study to evaluate these two media of display. Results show th...
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. Assumi...
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 diffe...
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,...
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...
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...
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, t...
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...
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 su...
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, har...
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...
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 limita...
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 tha...
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 m...
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. contex...
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 imitat...
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...
Having access to accurate game state information is of utmost importance for any game 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...
Self-supervised learning (SSL) techniques have been widely used to learn compact and informative representations from high-dimensional complex data. In many computer vision tasks, such as image classification, such methods achieve state-of-the-art results that surpass supervised learning approaches. In this paper, we investigate whether SSL methods...
Artificial Intelligence (AI) and Machine Learning (ML) algorithms are increasingly being adopted to create and filter online digital content viewed by audiences from diverse demographics. From an early age, children grow into habitual use of online services but are usually unaware of how such algorithms operate, or even of their presence. Design de...
Stochastic gradient descent (SGD) is a premium optimization method for training neural networks, especially for learning objectively defined labels such as image objects and events. When a neural network is instead faced with subjectively defined labels--such as human demonstrations or annotations--SGD may struggle to explore the deceptive and nois...
Video game testing has become a major investment of time, labor and expense in the game industry. Particularly the balancing of in-game units, characters and classes can cause long-lasting issues that persist years after a game’s launch. While approaches incorporating artificial intelligence have already shown successes in reducing manual effort an...
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 m...
Is it possible to detect toxicity in games just by observing in-game behavior? If so, what are the behavioral factors that will help machine learning to discover the unknown relationship between gameplay and toxic behavior? In this initial study, we examine whether it is possible to predict toxicity in the MOBA gameFor Honor by observing in-game be...
To which degree can abstract gameplay metrics capture the player experience in a general fashion within a game genre? In this comprehensive study we address this question across three different videogame genres: racing, shooter, and platformer games. Using high-level gameplay features that feed preference learning models we are able to predict arou...
This paper introduces a novel method for generating artistic images that express particular affective states. Leveraging state-of-the-art deep learning methods for visual generation (through generative adversarial networks), semantic models from OpenAI, and the annotated dataset of the visual art encyclopedia WikiArt, our AffectGAN model is able to...
A key challenge of affective computing research is discovering ways to reliably transfer affect models that are built in the laboratory to real world settings, namely in the wild. The existing gap between in vitro and in vivo affect applications is mainly caused by limitations related to affect sensing including intrusiveness, hardware malfunctions...
Search-based procedural content generation methods have recently been introduced for the autonomous creation of bullet hell games. Search-based methods, however, can hardly model patterns of danmakus -- the bullet hell shooting entity -- explicitly and the resulting levels often look non-realistic. In this paper, we present a novel bullet hell game...
We introduce a procedural content generation (PCG) framework at the intersections of experience-driven PCG and PCG via reinforcement learning, named ED(PCG)RL, EDRL in short. EDRL is able to teach RL designers to generate endless playable levels in an online manner while respecting particular experiences for the player as designed in the form of re...
Can the creativity of humans be enhanced through mutual cooperation, or is it a detriment to their own individual creativity? Although most artists are known for their artistic individuality, some of the best creative works were achieved through mutual collaborative efforts. This paper proposes the study of a game blending system capable of combini...
This paper describes computational processes which can simulate how human designers sketch and then iteratively refine their work. The paper uses the concept of a map sketch as an initial, low-resolution and low-fidelity prototype of a game level, and suggests how such map sketches can be refined computationally. Different case studies with map ske...
Is it possible to conduct player modeling without any players? In this paper we use Monte-Carlo Tree Search-controlled procedural personas to simulate a range of decision making styles in the puzzle game MiniDungeons 2. The purpose is to provide a method for synthetic play testing of game levels with synthetic players based on designer intuition an...
This paper introduces a search-based generative process for first person shooter levels. Genetic algorithms evolve the level's architecture and the placement of powerups and player spawnpoints, generating levels with one floor or two floors. The evaluation of generated levels combines metrics collected from simulations of artificial agents competin...
Horror games form a peculiar niche within game design paradigms, as they entertain by eliciting negative emotions such as fear and unease to their audience during play. This genre often follows a specific progression of tension culminating at a metaphorical peak, which is defined by the designer. A player's tension is elicited by several facets of...
Artificial Intelligence brings exciting innovations in all aspects of life and creates new opportunities across industry sectors. At the same time, it raises significant questions in terms of trust, ethics, and accountability. This paper offers an introduction to the AI4Media project, which aims to build on recent advances of AI in order to offer i...
Representing games through their pixels offers a promising approach for building general-purpose and versatile game models. While games are not merely images, neural network models trained on game pixels often capture differences of the visual style of the image rather than the content of the game. As a result, such models cannot generalize well ev...
This paper introduces ARCH-Elites, a MAP-Elites implementation that can reconfigure large-scale urban layouts at real-world locations via a pre-trained surrogate model instead of costly simulations. In a series of experiments, we generate novel urban designs for two real-world locations in Boston, Massachusetts. Combining the exploration of a possi...
A core challenge of evolutionary search is the need to balance between exploration of the search space and exploitation of highly fit regions. Quality-diversity search has explicitly walked this tightrope between a population's diversity and its quality. This paper extends a popular quality-diversity search algorithm, MAP-Elites, by treating the se...
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 Affect Game AnnotatIoN (AGAIN) dataset. AGAIN is a large-scale affective corpus that features...
This paper introduces a surrogate model of gameplay that learns the mapping between different game facets, and applies it to a generative system which designs new content in one of these facets. Focusing on the shooter game genre, the paper explores how deep learning can help build a model which combines the game level structure and the game's char...
We introduce DeLeNoX (Deep Learning Novelty Explorer), a system that autonomously creates artifacts in constrained spaces according to its own evolving interestingness criterion. DeLeNoX proceeds in alternating phases of exploration and transformation. In the exploration phases, a version of novelty search augmented with constraint handling searche...
What if emotion could be captured in a general and subject-agnostic fashion Is it possible, for instance, to design general-purpose representations that detect affect solely from the pixels and audio of a human-computer interaction video In this paper we address the above questions by evaluating the capacity of deep learned representations to predi...
What if emotion could be captured in a general and subject-agnostic fashion? Is it possible, for instance, to design general-purpose representations that detect affect solely from the pixels and audio of a human-computer interaction video? In this paper we address the above questions by evaluating the capacity of deep learned representations to pre...
Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as levels, maps, character models, and textures. A research field centered on content generation in games has existe...
Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as levels, maps, character models, and textures. A research field centered on content generation in games has existe...
It is a great pleasure for us to introduce this issue of the IJSG, which is dedicated to the Games and Learning Alliance Conference (GaLA Conf) that was held in Athens, November 27-29, 2019. Almost 70 participants converged in this beautiful, historic city in order to share knowledge and experiences related to serious games and gamification, their...
Digital games have gained significance as a new paradigm in education. Digital games are accessible and affordable to anyone and provide opportunities for at-scale teaching and learning. In recent years, there has been increasing interest in digital games to support computational thinking and programming in pre-college (K–12) schools. Artificial In...
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...
Balancing the options available to players in a way that ensures rich variety and viability is a vital factor for the success of any video game, and particularly competitive multiplayer games. Traditionally, this balancing act requires extensive periods of expert analysis, play testing and debates. While automated gameplay is able to predict outcom...
Affective interaction between players in 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 observe their behavioral patterns, their facial expressions, head...
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, h...
In this study into the player’s emotional theory of mind (ToM) 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 t...
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...
The papers in this special section examine intelligence in serious games. Suggests that serious games can be a game-changer for many individuals, and even our society as a whole. As an example, such games that are centered on empowerment and inclusion can help individuals with special needs or parts of the population to gain skills in a playful and...
This paper presents the current state of the online game Iconoscope and analyzes the data collected from almost 45 months of continuous operation. Iconoscope is a freeform creation game which aims to foster the creativity of its users through diagrammatic lateral thinking, as users are required to depict abstract concepts as icons which may be misi...
This paper examines non-formal and informal learning practices for science learning. Through a case study and an exploratory, qualitative approach we identify aspects involved such as the content, the goals, the pedagogical approaches, the settings, the role of fun and playfulness, challenges, and the role of the practitioner. Data was collected th...