Affect-aware procedural game generation
Lead Research Organisation:
University of York
Department Name: Computer Science
Abstract
My proposed research lies at the intersection of affective computing and machine learning with the intelligent design of games, and in particular, procedurally generated and player-adaptive game content. In essence, the main aim of this research would be to develop suitable techniques for assessing the player's emotional state by utilising various sources of information, such as e.g., the facial expressions, gestures and non-verbal cues of the player along with the actual game footage (pixel values). By utilising the model of the player's behaviour and reactions, the generation of content will be tuned thus providing a personalised experience to the player, while also being able to provide useful knowledge to the developers, e.g. by predicting the expected reaction of a player given game footage.
Planned Impact
The IGGI Centre for Doctoral Training will impact upon:
The Digital Games Industry: IGGI will inject a substantial cohort of 55+ PhD graduates and a wide range of academic research leaders with direct experience of research collaboration with the UK digital games industry. Although large, the UK games industry is fragmented and geographically dispersed, consisting primarily of SMEs. Increasing skill levels and injecting research advances in such a community is best achieved through employment of and engagement with creative and entrepreneurial PhD graduates with good communication skills, and through stable long-term government-funded collaborative projects which offer the opportunity for research engagement at a time to suit the business cycles of games industry partners. IGGI offers the opportunity for a step change, yielding increased profits through an internationally distinctive UK games industry which is technologically advanced and research-aware. The financial barriers to starting a company in this area are low and many IGGI graduates will start their own games businesses, mentored by experienced investors and entrepreneurs, significantly increasing their chances of creating a successful games enterprise. Data mining tools developed during IGGI will allow increased understanding of game players, which can increase profitability of mainstream games.
Parents, Game Players and Wider Society: Large and growing numbers of people are playing digital games with unprecedented enthusiasm. In a recent Forbes magazine article it was suggested that, by the age of 21, the typical child has played an average of 10,000 hours of digital games. Creating games which engage a wider range of players and which increase the social and scientific value obtained through playing games can have massive benefits: both economic ones and ones which harness the massive "cognitive surplus" implied by game players who are clocking up thousands of game hours. The potential benefits here are cultural (e.g. to raise awareness in important areas such as environmental change), scientific (e.g. to conduct experiments which use artificial economies to test economic theory), social (e.g. to educate children about science) and therapeutic (e.g. to use games to increase mobility in the elderly).
Scientists: Gameplay data can provide information about human behaviour and preference on a massive scale - this provides a major new experimental tool for researchers in Economics, Ecology/Biology, Computer Science, Psychology, Mathematics, Media and others. The very recent announcement (20th June) of a proposed call in the EU Horizon 2020 research funding programme on "Advanced digital gaming/gamification technologies" underlines how much the EU values this area and the opportunities for pan-European research in games and sustainability for IGGI.
IGGI Graduates and Supervisors: Digital games are already a major attractor to computer science and digital media courses. IGGI will provide a beacon for innovation in digital games, with heavy competition for PhD places allowing recruitment of top students. For each IGGI graduate, learning and conducting research alongside a strong cohort of students with related but different interests and expertise, with extensive interaction with industry, will give rise to a highly rounded and employable PhD graduate, who will be highly sought by both UK games industry and the growing games research community. Supervisors will gain knowledge at the cutting edge of games and gamification research.
Through the CDT, IGGI investigators, supervisors and students will become well versed in the issues and techniques of the digital games industry, developing a long-term understanding which will, we believe, result in a stronger digital games industry, a wealth of fascinating new research questions, and real benefits for wider society through the now-ubiquitous medium of digital games.
The Digital Games Industry: IGGI will inject a substantial cohort of 55+ PhD graduates and a wide range of academic research leaders with direct experience of research collaboration with the UK digital games industry. Although large, the UK games industry is fragmented and geographically dispersed, consisting primarily of SMEs. Increasing skill levels and injecting research advances in such a community is best achieved through employment of and engagement with creative and entrepreneurial PhD graduates with good communication skills, and through stable long-term government-funded collaborative projects which offer the opportunity for research engagement at a time to suit the business cycles of games industry partners. IGGI offers the opportunity for a step change, yielding increased profits through an internationally distinctive UK games industry which is technologically advanced and research-aware. The financial barriers to starting a company in this area are low and many IGGI graduates will start their own games businesses, mentored by experienced investors and entrepreneurs, significantly increasing their chances of creating a successful games enterprise. Data mining tools developed during IGGI will allow increased understanding of game players, which can increase profitability of mainstream games.
Parents, Game Players and Wider Society: Large and growing numbers of people are playing digital games with unprecedented enthusiasm. In a recent Forbes magazine article it was suggested that, by the age of 21, the typical child has played an average of 10,000 hours of digital games. Creating games which engage a wider range of players and which increase the social and scientific value obtained through playing games can have massive benefits: both economic ones and ones which harness the massive "cognitive surplus" implied by game players who are clocking up thousands of game hours. The potential benefits here are cultural (e.g. to raise awareness in important areas such as environmental change), scientific (e.g. to conduct experiments which use artificial economies to test economic theory), social (e.g. to educate children about science) and therapeutic (e.g. to use games to increase mobility in the elderly).
Scientists: Gameplay data can provide information about human behaviour and preference on a massive scale - this provides a major new experimental tool for researchers in Economics, Ecology/Biology, Computer Science, Psychology, Mathematics, Media and others. The very recent announcement (20th June) of a proposed call in the EU Horizon 2020 research funding programme on "Advanced digital gaming/gamification technologies" underlines how much the EU values this area and the opportunities for pan-European research in games and sustainability for IGGI.
IGGI Graduates and Supervisors: Digital games are already a major attractor to computer science and digital media courses. IGGI will provide a beacon for innovation in digital games, with heavy competition for PhD places allowing recruitment of top students. For each IGGI graduate, learning and conducting research alongside a strong cohort of students with related but different interests and expertise, with extensive interaction with industry, will give rise to a highly rounded and employable PhD graduate, who will be highly sought by both UK games industry and the growing games research community. Supervisors will gain knowledge at the cutting edge of games and gamification research.
Through the CDT, IGGI investigators, supervisors and students will become well versed in the issues and techniques of the digital games industry, developing a long-term understanding which will, we believe, result in a stronger digital games industry, a wealth of fascinating new research questions, and real benefits for wider society through the now-ubiquitous medium of digital games.
Organisations
People |
ORCID iD |
James Walker (Primary Supervisor) | |
Charles Ringer (Student) |