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Controlling Adaptation in
Affective Serious Games
Boyan Bontchev, Ivan Naydenov and Ilko Adamov
Faculty of Mathematics and Informatics,
Sofia University „St Kliment Ohridski“, Bulgaria
Computer Games as a New Media
Credits:
Hitbox Team
2
Serious Games (SG)
“A serious game or applied
game is a game designed for
a primary purpose other
than pure entertainment”
(Abt, 1970)
“A serious game is a digital
game in which education is
the primary goal, rather
than entertainment”
(Micheal & Chen, 2006)
SG enable self-controlled,
active and playfully learning
Source: B., V. Terzieva, Y. Dankov: Educational Video Maze Games, Nauka Journal,
No. 1, 2021, pp. 25-33. 3
Affective Serious Games
• Affective computing applies computational approaches for
detecting and deliberating induction of human affect in order to
make human-computer interactions more effective and natural;
• Affective computing is applied in serious games by introducing
control over gameplay based on player affect, i.e. emotional state
• Emotion feeling is a neurobiological activity and can be
recognized by:
• self-reports (filling questionnaires)
• observation of body movements or facial expressions
• psychophysiological measurements of:
• EDA (Electro-Dermal Activity)
• BVP (Blood Volume Pulse)
• ECG (electrocardiogram)
• EEG (electroencephalography) and others
4
Adaptation in Affective Serious Games
Affective serious games for learning apply a player-centric
adaptation of:
• game mechanics (i.e. rules dictating interactions and
outcomes in the game, behaviors, and control mechanisms)
• game dynamics (such as task difficulty, pace, and time
pressure) such as:
• dynamic difficulty adjustment (DDA) of game tasks
• tailoring non-player characters (NPC) i.e. virtual players
• game aesthetics (i.e., fun components such as sensation,
fantasy, narrative, challenge, fellowship, discovery,
expression, and submission)
The adaptation process is player-centric and tries to tailor some
or all of them for achieving a better, more effective, and
efficient game-based learning process accompanied by a
facilitated engagement and motivation of the player
5
smArt adaPtive videO GamEs
for Education (APOGEE)
• The APOGEE project aims at creation of a software platform for generation of smart
adaptive video games (3D mazes enriched with puzzle mini-games of various types)
• Adaptation based on learning outcomes, learning/playing styles, emotional state
Textual content
Graphics
Audio content
Generated
XML +
multi-
media
content
Unity3D API
Unity3D Editor
Didactic
game tasks
Metadata
(XSD)
Connectivity
Editor
Didactic tasks
Property Editor
Maze Editor Maze Builder
Virtual
players
Intelligent Q&A
agents
Online games
Unity3D game
engine
(browser plugin)
Personalization
and adaptation
Virtual players
3D maze
Automatic
game
generation
6
Workflow of Game
Adaptation Control
Gameplay Registration
Visualization
Control
Analysis
Emotion State
Registration
EDA/BVP
Measurement
Game
Adaptation
Procedures
DDA and
NPC Behavior
Real-Time
Player
Feedback
through an
Adaptation
Control Panel
Data
Clustering
Data
Classification
Neural
Network
Facial
Expressions
(Video Stream)
Playing
Style Self-
Report
Game
Outcomes
and Efficiency
7
We Recognize Player Emotions by:
• Measurement of physiological data such as EDA and BVP;
• Registration of facial expressions in a video stream or photos of player face taken
during the game.
To determine the emotional state (the four main emotions: fun, boring, relaxing,
scary), we use:
• A convolutional artificial neural network (ANN):
• 700,000 neurons
• organized in 17 layers
• distributed within 4 blocks
• MeanShift and Аgglomerative clustering algorithms with emotion labels taken
from ANN;
• Classifiers such as k-nearest neighbor (kNN), Bayesian networks (BNT), decision
trees (DT), linear discriminant analysis (LDA), support vector machines (SVM), etc.
8
ANN Training and Validating
• After training and validating ANN with 32 epochs and more than
20,000 images,
• we evaluated our trained convolutional ANN using a test dataset of
about 10,000 images;
• the reported test accuracy is still as high as 54.36%.
9
Extract from the Testing Dataset
• Even though we received 54.36% accuracy on the test and, because
of the overfitting, there are some labels classified to another label.
10
Prediction Results
• Prediction results showing true label counts (left
bars present the actual count of each emotion) and
predicted label counts (right bars)
• Confusion matrix
for test dataset
11
Heart rate data clustering
(K Means, Mean Shift, Agglomerative)
12
Clustering of skin conductance data
(KMeans, MeanShift, Aggloerative)
13
Conclusions
• Adaptation of gameplay in affective serious computer games is adjusted on the
basis of tracking of individual player emotions recognized in real-time during the
gaming sessions
• Recognizing emotions will apply real player data – both from physiological
registration of EDA and BVP and from photos and video streams of player face
expressions during gameplay.
• Problems with overfitting should be solved in order to increase the accuracy and
minimize the loss for working with testing datasets.
• The results are going to be compared to new ones received from applying various
classifiers and, thus, an optimal solution for inference of player emotional state
will be found.
• The recognized emotions, together with playing style and player performance,
and efficiency of playing a serious game for learning, are going to be applied for
controlling task difficulty and NPC behavior in an optimal way.
14
Thank you for your attention!
15

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Controlling Adaptation in Affective Serious Games

  • 1. Controlling Adaptation in Affective Serious Games Boyan Bontchev, Ivan Naydenov and Ilko Adamov Faculty of Mathematics and Informatics, Sofia University „St Kliment Ohridski“, Bulgaria
  • 2. Computer Games as a New Media Credits: Hitbox Team 2
  • 3. Serious Games (SG) “A serious game or applied game is a game designed for a primary purpose other than pure entertainment” (Abt, 1970) “A serious game is a digital game in which education is the primary goal, rather than entertainment” (Micheal & Chen, 2006) SG enable self-controlled, active and playfully learning Source: B., V. Terzieva, Y. Dankov: Educational Video Maze Games, Nauka Journal, No. 1, 2021, pp. 25-33. 3
  • 4. Affective Serious Games • Affective computing applies computational approaches for detecting and deliberating induction of human affect in order to make human-computer interactions more effective and natural; • Affective computing is applied in serious games by introducing control over gameplay based on player affect, i.e. emotional state • Emotion feeling is a neurobiological activity and can be recognized by: • self-reports (filling questionnaires) • observation of body movements or facial expressions • psychophysiological measurements of: • EDA (Electro-Dermal Activity) • BVP (Blood Volume Pulse) • ECG (electrocardiogram) • EEG (electroencephalography) and others 4
  • 5. Adaptation in Affective Serious Games Affective serious games for learning apply a player-centric adaptation of: • game mechanics (i.e. rules dictating interactions and outcomes in the game, behaviors, and control mechanisms) • game dynamics (such as task difficulty, pace, and time pressure) such as: • dynamic difficulty adjustment (DDA) of game tasks • tailoring non-player characters (NPC) i.e. virtual players • game aesthetics (i.e., fun components such as sensation, fantasy, narrative, challenge, fellowship, discovery, expression, and submission) The adaptation process is player-centric and tries to tailor some or all of them for achieving a better, more effective, and efficient game-based learning process accompanied by a facilitated engagement and motivation of the player 5
  • 6. smArt adaPtive videO GamEs for Education (APOGEE) • The APOGEE project aims at creation of a software platform for generation of smart adaptive video games (3D mazes enriched with puzzle mini-games of various types) • Adaptation based on learning outcomes, learning/playing styles, emotional state Textual content Graphics Audio content Generated XML + multi- media content Unity3D API Unity3D Editor Didactic game tasks Metadata (XSD) Connectivity Editor Didactic tasks Property Editor Maze Editor Maze Builder Virtual players Intelligent Q&A agents Online games Unity3D game engine (browser plugin) Personalization and adaptation Virtual players 3D maze Automatic game generation 6
  • 7. Workflow of Game Adaptation Control Gameplay Registration Visualization Control Analysis Emotion State Registration EDA/BVP Measurement Game Adaptation Procedures DDA and NPC Behavior Real-Time Player Feedback through an Adaptation Control Panel Data Clustering Data Classification Neural Network Facial Expressions (Video Stream) Playing Style Self- Report Game Outcomes and Efficiency 7
  • 8. We Recognize Player Emotions by: • Measurement of physiological data such as EDA and BVP; • Registration of facial expressions in a video stream or photos of player face taken during the game. To determine the emotional state (the four main emotions: fun, boring, relaxing, scary), we use: • A convolutional artificial neural network (ANN): • 700,000 neurons • organized in 17 layers • distributed within 4 blocks • MeanShift and Аgglomerative clustering algorithms with emotion labels taken from ANN; • Classifiers such as k-nearest neighbor (kNN), Bayesian networks (BNT), decision trees (DT), linear discriminant analysis (LDA), support vector machines (SVM), etc. 8
  • 9. ANN Training and Validating • After training and validating ANN with 32 epochs and more than 20,000 images, • we evaluated our trained convolutional ANN using a test dataset of about 10,000 images; • the reported test accuracy is still as high as 54.36%. 9
  • 10. Extract from the Testing Dataset • Even though we received 54.36% accuracy on the test and, because of the overfitting, there are some labels classified to another label. 10
  • 11. Prediction Results • Prediction results showing true label counts (left bars present the actual count of each emotion) and predicted label counts (right bars) • Confusion matrix for test dataset 11
  • 12. Heart rate data clustering (K Means, Mean Shift, Agglomerative) 12
  • 13. Clustering of skin conductance data (KMeans, MeanShift, Aggloerative) 13
  • 14. Conclusions • Adaptation of gameplay in affective serious computer games is adjusted on the basis of tracking of individual player emotions recognized in real-time during the gaming sessions • Recognizing emotions will apply real player data – both from physiological registration of EDA and BVP and from photos and video streams of player face expressions during gameplay. • Problems with overfitting should be solved in order to increase the accuracy and minimize the loss for working with testing datasets. • The results are going to be compared to new ones received from applying various classifiers and, thus, an optimal solution for inference of player emotional state will be found. • The recognized emotions, together with playing style and player performance, and efficiency of playing a serious game for learning, are going to be applied for controlling task difficulty and NPC behavior in an optimal way. 14
  • 15. Thank you for your attention! 15