Affective Game Engines: Motivation & Requirements Eva Hudlicka Psychometrix Associates Blacksburg, VA [email protected] psychometrixassociates.com DigiPen Institute of Technology February 20, 2009 1 Outline • Why we need Affective Game Engines? • How can Affective Computing help? • What are some of the functionalities needed? • What might an Affective Engine look like • Conclusions 2 Where We Are Now • Tremendous advances in gaming technologies • Focused primarily on: – Physical realism of game characters & game environments – Complexity & performance of simulations & networking • Today’s games still limited in: – Affective realism game characters – Social complexity & realism of their interactions – Ability to adapt to player’s state 3 In Terms of the Full Potential of Gaming.. We Are About Here… 4 To Achieve the “next big leap” • ..in engagement & effectiveness • Need to enhance social & affective complexity & realism of: – – – – Game characters Their interaction with each other … and the players Game narrative as a whole • Especially true for serious games: – Education – Training of affective & social skills – Rehabilitation & therapy 5 So How Do We Get Here? We Are Here… 6 How Do We Get There? • Add a lot more affect – Affect-focused game design – Affective gaming • Add it easily - develop the right tools – Affective game engines • Draw on research & technology base in affective computing – Recognition – Modeling – Expression 7 Why Emotions? 8 Emotion is a Key Factor… in both “Play” & “Work” • Mediates motivation • Influences memory & learning • Key role in decision-making & problem-solving • Central factor in engagement • Key factor in serious games 9 Future Games Need To… • Recognize & adapt to players’ emotions • Understand players’ affective profiles WE NEED DEVELOPMENT TOOLS TO MAKE ALL THIS Increase visual affective realism of game EASY characters & player avatars … and maybe even fun?) • Increase affective complexity & autonomy of game characters • • Increase affective complexity of the entire game experience 10 Need for Affective Game Engines • Game development greatly enhanced by game engines • Existing engines support construction of: – Visually-realistic characters – Visually realistic physical environments – 3-D objects • But so far, no engines support affective gaming 11 Affective Game Engines: Requirements • What functionalities should affective game engines support? • Emotion sensing & recognition • Affective modeling of players • Game characters w/ more affective & social realism – Affective models guide character behavior – Affective expression in game characters 12 Relevant Disciplines • AI – – – – AI is more than RBS, A*, FSA Symbolic agent architectures Probabilistic reasoning (Bayesian belief nets) Learning • Affective Computing – Emotion recognition – Affective modeling – Emotion expression 13 Outline • Why we need Affective Game Engines? • How can Affective Computing help? • What are some of the functionalities needed? • What might an Affective Engine look like • Conclusions 14 Overview of Affective Computing MAX (Becker, Prendinger et al.) Breazeal De Rosis Hudlicka 15 Intelligent Affective Game Characters Affective Virtual Character - Max Becker et al., 2005 16 Outline • Why we need Affective Game Engines? • How can Affective Computing help? • What are some of the functionalities needed? • What might an Affective Engine look like • Conclusions 17 Affective Game Engines Should Help Design Games That…. • Recognize player emotion • Adapt to player’s emotions • Have more realistic game characters – – – – Affective & Social realism …React with appropriate emotion …Express the emotion in a believable manner …Whose behavior is influenced by the emotion 18 Emotion Recognition & Expression in Games • Much recent progress in basic emotion recognition (fear, anger, joy, sadness) • Multi-modal approaches approach human recognition rates – Audio-visual; Audio-visual-physiological • Recognition of spontaneous emotions • Recognition of complex emotions (e.g., embarrassment) 19 Challenges in Game Contexts • Different emotions in different game categories – FPS vs. social games (Sims) vs. serious games for training / therapy • Different platforms – VR vs. Wii vs. Nintendo vs. iPhone • Non-intrusive sensors • Noisy data – Player movement – Lighting conditions 20 Cohn 2006 21 Emotion Signatures: Modalities & Time • Emotions occur across multiple modalities – Expressive / Behavioral – Cognitive – Physiological – Experiential • Different emotions have distinct multimodal signatures 22 Emotion Effects on Behavior Facial expression Gestures Emotion Posture Behavior Blah blah blah 23 Anger • Trigger: – Progress toward a goal hindered … esp. by other agent • Cognitive: – – – – • Focus attention (very strong effect) Assign blame to the perceived causal agent (typically another agent) Overestimate chances of own success Try alternate strategies Physiological – mobilize and sustain high energy levels: – – – – – • www.firstpeople.us Higher diastolic blood pressure (than fear) Greater peripheral resistance (than fear) Larger increase in heart rate (than disgust) Larger heart rate acceleration (than happiness) Larger increase in finger temperature (than fear) Behavioral: – Eagerness to act – Fight & aggression – Social: prevent (or facilitate) aggression 24 Emotion Signatures: Modalities & Time • Temporal & spatial congruence makes emotion recognition easier – Multimodal approaches more successful • Visual (face) + audio (speech) • Physiological (arousal) + visual… 25 Emotion Signatures: Modalities & Time • Requirements for temporal & spatial congruence make emotion expression more difficult – Facial expression, tone, words, gestures… – All must agree to be believable – …across temporal intervals 26 Semantic Primitives for Recognition & Expression • Identify primitives for each channel • … to facilitate recognition & expression • Associate each emotion with a specific configuration of ‘primitives’ • Some channels have established primitives – – – – Facial expressions (established & mature) Speech (generic signal properties) Posture (emerging) Movement (being adopted from choreography - Laban) 27 Facial Action Coding Units • Basic emotions reflected in the face via characteristic configurations of facial muscles – – – – Shape of lips Shape of eyebrows Narrowing of eyes Raising cheeks • Facial action coding system (FACS) provides codes for these configurations (Ekman & Friesen, 1978) – Action Units (AU’s) correspond to individual muscle positions & movements – All possible expressions can be analyzed in terms of AU’s 28 FACS-Coded Facial Expression Movellan et al. http://mplab.ucsd.edu/ 29 Modality, Channel & Sensor Selection Criteria • Which emotions need to be recognized / expressed? • What are their signatures… along each channel • What semantic primitives are available – Facial action units – Speech? Posture? – Physiological data (arousal, EEG) • What sensors are available – Non-intrusive – Generate adequately ‘clean’ raw data – Appropriate for context & platform 30 Sensors for Gaming Emotiv Systems EEG & facial movements Emsense: EEG, heart rate, respiration, head motion, temperature Neurosky 31 Non-Intrusive GSR Sensing Picard et al., 200832 Computational Affective Modeling • Agent architectures for game characters – – – – Control NPC behavior …More affective & social realism …More believable characters & their interactions …More engaging & effective games • Affective User Models – Models of player affective profiles – Support recognition of player’s affective state – Support adaptation to player’s state 33 Affective Agent Architectures • Enable game characters to: – React to evolving situations in game – React to other characters in game – React to player’s state and behavior • … by dynamically generating appropriate emotions • … which influence decision-making & behavior • … and by supporting their realistic display 34 Affective Agent Architectures Control Game Character Behavior Effects of Emotions (on cognition & behavior) Generation of Emotions (via cognitive appraisal) Stimuli Agent Architecture Emotions 35 MAMID Architecture: Semantics & Data Flow Cues: State of the world Cues “Growling dog approaching” Attention Situations: Perceived state “Aggressive dog” Situation Assessment Expectations: Expected state Expectation Generator “Dog will bite me” Affect Appraiser Affective state & emotions: Valence: Negative Happiness: Low Fear: High Goals: Desired state “Avoid being bitten” Goal Manager Action Selection Actions Actions: to accomplish goals “Climb a tree” 36 How Difficult Is This? • Depends on game complexity… game type.. • Which emotions are necessary? • What features of the game context are available to trigger an emotion? • Simple games may not need much • Sophisticated ‘social’ games & serious games need: – – – – – More emotions Real-time generation of appropriate emotion Realistic influence of emotion on perception + cognition Real-time expression of appropriate emotion More realistic affective dynamics 37 How Do We Do It? • Black-box models – Stimulus ---> Emotion – Simple but ‘clunky’ - does not generalize • Process models – Explicit models of some underlying processes – Emotion generation – Emotion effects on • • • • Perception Decision-making Behavior Expression 38 Black Box Models Character ridiculed ????? Directly map stimuli--> onto emotions: Character gains points ---> Happy Ooops! Character No rule for that oneloses points ---> Sad outsmarted ---> Angry NowCharacter what? 39 Process Models Model underlying mechanisms of emotion generation • Cognitive appraisal • Stimuli ---> Appraisal Dimensions ---> Emotion • More general - more extensible Goals Stimuli Situations Cognitive Appraisal Emotions Expectations 40 Appraisal Variables STIMULI FEAR high Novelty Valence low Goal relevance high Agency other Outcome probability high Goal congruence low Urgency v. high Coping potential Norms low 41 Affective User Models • Represent player’s affective profile • What makes them: – Happy? Frustrated? Bored? Engaged? Angry? • How is this manifested in THIS player? • How do we find this out? – Learning algorithms • Baseline data • Training period • How do we represent the info – Augmented state transition diagrams –… 42 Outline • Why we need Affective Game Engines? • How can Affective Computing help? • What are some of the functionalities needed? • What might an Affective Engine look like • Conclusions 43 So What Does All This Suggest for the Affective Game Engine Requirements? 44 Emotion Sensing & Recognition Affective User Modeling Central Shared “Emotion” Knowledge-Base Modelling of Game Character Emotions Emotion Expression In Game Characters 45 Shared Emotion Knowledge-Base • Generic knowledge about emotions – Triggers, influences, manifestations • Affective model of player – Idiosyncratic triggers, influences, manifestations • Affective models of game characters – As above • Start with basic emotions • Include states relevant for gaming / training – Surprise, boredom, engagement, ‘flow’ • Progress to social & more complex emotions 46 Possible KB Structure - Generic Schema - Organized in an inheritance hierarchy Different modules access different slots Not all slots needed by each modules Instantiated Schema 47 Outline • Why we need Affective Game Engines? • How can Affective Computing help? • What are some of the functionalities needed? • What might an Affective Engine look like • Conclusions 48 Summary • Games need more focus on emotion • Affective game engines would help develop affective games • Recognition & generation of arbitrary emotions still difficult.. – Esp. in noisy, realistic contexts • But… we’re getting there 49 Conclusions • Is it too early for affective game engines? • Different features grouped in different tools – … analogous to today’s engines • Concrete requirements support systematic design of affective games – … and the tools for their development • Facilitate development of better games • Provide platforms for research in AI, Aff Comp, Psychology,… 50 Thank you Eva Hudlicka Psychometrix Associates Blacksburg, VA [email protected] psychometrixassociates.com 51
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