adaptive first person shooter game content generation
DESCRIPTION
A presentation for fourth year project in Information Technology Engineering, Artificial Intelligence Department, Damascus, Syria. This research study take games development concept to a new level, especially the so called First Person Shooter (FPS) Games This study outline the three basic models: Level Design and Procedural Content Generation for FPS games, Preference Learning and Adaptive Content Generation. Each implemented and integrated with CUBE opensource game engine. You can find the publications conducted by this research study here: http://mohammadshakergtr.wordpress.com/publication/TRANSCRIPT
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Research in
Adaptive FPS
Game Content
Generation
STYX Team, Damas. FIT
JAEGER ZGTR HASSNOV POD
2012
“STYX ENGINE”
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University of Damascus
Faculty of Information Technology
Department of Artificial Intelligence
2012
STYX Team
Ismaeel Abo-Abdalla
Mohammad Shaker
Hasan Serhan
Mehdi Zengi
Supervised By
Dr. Ammar Joukhadar
Eng. Noor Shaker
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Presentation timeline
• Research study
• Questions
• Demo
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Content
• Intro
• Modelingo Level Design – PCG
o Preference Learning Model
o Adaptive Content Generation Model
• Statistics
• Future Perspective
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Call of duty
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Call of Duty MW3
1.5 million people
night #1
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Call of Duty MW3
1.5 million people
night #1
6.5 million copies
sold on launch day
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Call of Duty MW3
1.5 million people
night #1
6.5 million copies
sold on launch day
$775 million
in first 5 days
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Call of Duty MW3
1.5 million people
night #1
6.5 million copies
sold on launch day
$775 million
in first 5 days
$1 billion
in 16 days
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Call of Duty MW3
1.5 million people
night #1
6.5 million copies
sold on launch day
$775 million
in first 5 days
$1 billion
in 16 days
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Call of Duty MW3
1.5 million people
night #1
6.5 million copies
sold on launch day
$775 million
in first 5 days
$1 billion
in 16 days
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Call of Duty MW3
1.5 million people
night #1
6.5 million copies
sold on launch day
$775 million
in first 5 days
$1 billion
in 16 days
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Call of Duty MW3
1.5 million people
night #1
6.5 million copies
sold on launch day
$775 million
in first 5 days
$1 billion
in 16 days
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Statistics
In 2005$29B worldwide business
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Statistics
In 2005$29B worldwide business
In 2008surpassed music industry
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Statistics
In 2005$29B worldwide business
In 2008surpassed music industry
In 2010$42B worldwide business
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A step further..
• Defining Problem
• Previous Contributions
• Approach
• Research - Adaptive FPS Game
Content Generationo PCG
o Preference Modeling
o Adaptive Modeling
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Defining Problem ?
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Previous Contributions
Rogue,
early 80s
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Previous Contributions
Resident Evil
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Previous Contributions
Resident Evil
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Previous Contributions
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Previous Contributions
Silent Hill
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Previous Contributions
Splinter
Cell
Double
Agent
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Previous Contributions
Splinter
Cell
Double
Agent
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Previous Contributions
Mario
Game
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The Big Picture
Game Player
Player ExperienceModel
Adaptation Model
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The Big Picture
Game Player
Player ExperienceModel
Adaptation Model
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The Big Picture
Game Player
Player ExperienceModel
Adaptation Model
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The Big Picture
Game Player
Adaptation Model
Player ExperienceModel
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Approach
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Levels
Design
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Levels
Design
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Levels
Design
Preference
Learning
Model
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Levels
Design
Preference
Learning
Model
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Levels
Design
Preference
Learning
Model
Adaptive
Content
Generation
Model
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Levels
Design
Preference
Learning
Model
Adaptive
Content
Generation
Model
level1 level2
Adapt
level20
Adapt Adapt
level21 levelN
Adapt
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Levels Design PCG
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PCGProcedural Content Generation
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PCGProcedural Content Generation
Randomly Generated Content
Playable Content
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PCGProcedural Content Generation
Randomly Generated Content
Playable Content
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PCGImplementing
Levels Generation
Waypoints Creation
Items Placement
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PCGLevels Generation
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STYX TRAILER Video
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Levels Generation
All Black
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Levels Generation
All Black
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
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Levels Generation
Black and White
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Optimizing the algorithm
Black and white grouped
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Optimizing the algorithm
Black and white grouped
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PCGWaypoints Creation
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Waypoints Creation
Waypoints
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Waypoints Creation
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Waypoints Creation
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Waypoints Creation
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Waypoints Creation
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Waypoints Creation
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Waypoints Creation
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PCGItems Placement
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Items Placement Approach
• “SOM” like
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Items Placement
𝐼𝑛𝑓𝑙𝑢𝑒𝑛𝑐𝑒 = 𝑒−𝑑𝑖𝑠𝑡𝑎𝑛𝑐𝑒
𝑛𝑒𝑖𝑔ℎ𝑏𝑜𝑟𝑖𝑛𝑔 𝑟𝑎𝑑𝑖𝑢𝑠
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Items Placement
𝑁𝑒𝑤 𝑉𝑎𝑙𝑢𝑒 = 𝑂𝑙𝑑𝑉𝑎𝑙𝑢𝑒 + 𝐼𝑛𝑓𝑙𝑢𝑒𝑛𝑐𝑒 ∗ (𝐶1 𝑉𝑎𝑙𝑢𝑒 − 𝑂𝑙𝑑𝑉𝑎𝑙𝑢𝑒)
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Items Placement
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Items Placement
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Items Placement
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Items Placement
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Items Placement
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Items Placement
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Items Placement
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Items Placement
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Items Placement, ConstraintsConstraints
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Items Placement, ConstraintsConstraints
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FPSFeatures
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Gameplay
Features
Controllable
Features
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Controllable Features
• Enemies Count
• Difficulty
• Weapons Type Percentage
• Level Type
• Ammo Distribution Percentage
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Controllable Features
• Difficulty
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Controllable Features
• Weapons Type Percentageo Explosive
o Bullets-Based
• 𝐸𝑥𝑝𝑜𝑠𝑖𝑣𝑒 𝑊𝑒𝑎𝑝𝑜𝑛𝑠% = [0,1]
• 𝐵𝑢𝑙𝑙𝑒𝑡𝑠 𝐵𝑎𝑠𝑒𝑑 𝑊𝑒𝑎𝑝𝑜𝑛𝑠 % = 1 − 𝐸𝑥𝑝𝑙𝑜𝑠𝑖𝑣𝑒 𝑊𝑒𝑎𝑝𝑜𝑛𝑠%
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Controllable Features
• Level Type
Layered Level Ceiled Arena Lava Arena
![Page 100: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/100.jpg)
Layered Level
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Ceiled Arena
![Page 102: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/102.jpg)
Lava Arena
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Controllable Features
• Ammo Distribution Percentage
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Controllable Features
• Ammo Distribution Percentage
2/18 = 1/9
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Controllable Features
• Ammo Distribution Percentage
2/18 = 1/9
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Controllable Features
• Ammo Distribution Percentage
2/18 = 1/9
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Controllable Features
• Ammo Distribution Percentage
2/18 = 1/9
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Gameplay
Features
Controllable
Features
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Gameplay Features
Shooting
Accuracy
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Gameplay Features
Shooting
Accuracy
Shooting Count
Enemy Hits
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Gameplay Features• Percentage %
o Weapons Type Usage (Explosive)
o Weapons Type Carrying
• Timeo Bullets-Based Shootingo Explosive Shootingo Per Layero Steadyo Lifetime average
• Counto Jumpingo Jump-Pado Deathso Suicideso Killing(Score)o Hits Taken
• Collectedo Extra Bulletso Healtho Armor
… etc.
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Data Collection
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STYXEVENT
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STYX Event, Facebook
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Emotional States
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• Game pair
Data Collection - Game pair Approach
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• Game pair
Data Collection - Game pair Approach
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• Game pair
Data Collection - Game pair Approach
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• Alternative Forced Choice (4-AFS)o Reported player experience and experimental protocol
Data Collection, 4-AFS Protocol
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• Alternative Forced Choice (4-AFS)o Reported player experience and experimental protocol
• How it works?o A [B] > B [A] with E
o Equally E
o Neither E
Data Collection, 4-AFS Protocol
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Data Collection
• 4 controllable featureso 24 = 16
• Nr. of pairso 𝐶 16,2 = 120
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Data Collection
• Event at Damas. FIT, March 27 and 29
• 120+ game pair over 115 players
• Signed players rights
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Data Collection
• 115 players over two days
Males
88%
Females
12%
Gender
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Data Collection
• For each player, for each pairo Controllable features
o Gameplay features
o 150 ms logging
o Cam. recording
o Preferred game for each emotion E (using 4-AFS protocol)
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Data Collection
Hit and Fail Shots
Games
Total Shots
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Levels
Design
Preference
Learning
Model
Adaptive
Content
Generation
Model
level1 level2
Adapt
level20
Adapt Adapt
level21 levelN
Adapt
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Modeling
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Adaptive
Content
Generation
Model
Preference
Learning
Model
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Preference Learning Model
DesignCollect
Data
Model
Player’s
Emotion
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• Non-Linear function
Mapping features to
preferenced data
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• Non-Linear function
• Noisy nature of the
self-reported data
Mapping features to
preferenced data
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Preference Learning Model
Prediction of
player’s
emotion
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Preference Learning Model
Prediction of
player’s
emotion?
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• SFS o Sequential Forward Selection
• Min Nr. of features
Feature Selection
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Preference Learning Model
Controllable features
Gameplay features
Prediction of
player’s
emotion
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Preference Learning Model
Controllable features
Gameplay features
Prediction of
player’s
emotion
Game Pair (A, B) features
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SLP VS. MLP
• SLP
• MLP
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SLP VS. MLP
• SLPo Linear
• MLPo Non-linear
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SLP VS. MLP
• SLPo Linear
o Expressive
• MLPo Non-linear
o More expressive
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SLP VS. MLP
• SLPo Linear
o Expressive
o Computationally affordable
• MLPo Non-linear
o More expressive
o Computationally expensive
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SLP VS. MLP
• SLPo Linear
o Expressive
o Computationally affordable
• MLPo Non-linear
o More expressive
o Computationally expensive
o Better performance
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SLP VS. MLP
• SLPo Linear
o Expressive
o Computationally affordable
• MLPo Non-linear
o More expressive
o Computationally expensive
o Better performance
• 2-phase approach
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2-Phase Approach, Phase #1
Phase-1: Feature Selection
SLP
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2-Phase Approach, Phase #1
Phase-1: Feature Selection
SLPAccuracy
(3-fold CV)
SFS features selection
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2-Phase Approach, Phase #1
Phase-1: Feature Selection
SLPAccuracy
(3-fold CV)
SFS features selection
• Fast and effective
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2-Phase Approach, Phase #1
Phase-1: Feature Selection
SLPAccuracy
(3-fold CV)
SFS features selection
• Fast and effective
• XOR-like relations
CAN’T be detected
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Feature Selection - SLP
Features selection with SLP - Challenge
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2-Phase Approach, Phase #2
Phase-1: Feature Selection Phase-2: MLP Topology Optimization
SLPAccuracy
(3-fold CV)
SFS features selection
Selected Feature
Subset
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2-Phase Approach, Phase #2
Phase-1: Feature Selection Phase-2: MLP Topology Optimization
SLPAccuracy
(3-fold CV)
SFS features selection
MLP
Selected Feature
Subset
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2-Phase Approach, Phase #2
Phase-1: Feature Selection Phase-2: MLP Topology Optimization
SLPAccuracy
(3-fold CV)
SFS features selection
MLP
Selected Feature
Subset
MLP topology with
best accuracy
(3-fold CV)
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2-Phase Approach, Phase #2
Phase-2: MLP Topology Optimization
MLP
Selected Feature
Subset
MLP topology with
best accuracy
(3-fold CV)
• 2-2 MLP
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2-Phase Approach, Phase #2
Phase-2: MLP Topology Optimization
MLP
Selected Feature
Subset
MLP topology with
best accuracy
(3-fold CV)
• 2-2 MLP
• More time VS phase-1
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2-Phase Approach, Phase #2
Phase-2: MLP Topology Optimization
MLP
Selected Feature
Subset
MLP topology with
best accuracy
(3-fold CV)
• 2-2 MLP
• More time VS phase-1
• Higher prediction
accuracy
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Feature Selection - MLP
Features selection with 2_2 MLP - Challenge
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Preference Learning Model
• Genetic algorithms (GAs)
Player
reported
emotional
preferences
Magnitude of
corresponding
model (ANN)
output-
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3-fold Cross Validation
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o 2 hidden layers (Max.)
Optimizing ANN Topology - MLP
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o 2 hidden layers (Max.)
o Multiple experiments
Optimizing ANN Topology - MLP
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o 2 hidden layers (Max.)
o Multiple experiments
1 hidden layer, Adding two neurons at each step
2 hidden layers, Adding two neurons at each step
Optimizing ANN Topology - MLP
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o 2 hidden layers (Max.)
o Multiple experiments
1 hidden layer, Adding two neurons at each step
2 neurons - 10 neurons
2 hidden layers, Adding two neurons at each step
1st Hidden layer
2 neurons - 10 neurons
2nd Hidden layer
2 neurons - 10 neurons
Optimizing ANN Topology - MLP
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Performance VS Runs
1 hidden, 10 neurons topology performance over 50 runs - Challenge
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Optimizing Topology, Pref. Model
Performance over various ANN configurations - Challenge
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Levels
Design
Preference
Learning
Model
Adaptive
Content
Generation
Model
level1 level2
Adapt
level20
Adapt Adapt
level21 levelN
Adapt
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Adaptive
Content
Generation
Model
Preference
Learning
Model
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Adaptive Content
Generation Model
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ANN Preference Model
Controllable features
Gameplay features
Prediction ofplayer’s emotion
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ANN Adaptation, the model
Controllable features
Gameplay features
Prediction ofplayer’s emotion
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Enforcing ALL Controllable features
Gameplay features
Prediction ofplayer’s emotion
ANN Adaptation, the model
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Enforcing Controllable Features
MLP Topology
MLP
Selected Feature
Subset
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Enforcing Controllable Features
MLP Topology
MLP
Selected Feature
Subset
Remaining
controllable features
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Enforcing Controllable Features
MLP Topology
MLP
Selected Feature
Subset
MLP topology with
best accuracy
(3-fold CV)
Remaining
controllable features
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Optimizing Topology
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Optimizing Topology
MLP Topology
MLP
Selected Feature
Subset
MLP topology with
best accuracy
(3-fold CV)
Remaining
controllable features
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Optimizing Topology
MLP Topology Optimization
MLP
Selected Feature
Subset
MLP topology with
best accuracy
(3-fold CV)
Remaining
controllable features
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Enforcing gives
the designer all
the flexibilitythe parameter
space offers
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Enforcing
dropsperformance
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Optimizing Topology, Pref. Model
Performance over various ANN configurations - Frustration
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Optimizing Topology, Adapt. Model
Performance over various ANN configurations - Frustration
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Pref. Model Adapt. Model
Performance over various ANN configurations - Frustration
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The Adaptation
Process
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ANN Adaptation, Up and running
Enforced
Controllable features
Gameplay features
Prediction ofplayer’s emotion
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ANN Adaptation, Up and running
Enforced
Controllable features
Gameplay features
Prediction ofplayer’s emotion
Exhaustive
search
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Enforced
Controllable features
Gameplay features
Prediction ofplayer’s emotion
Exhaustive
search
ANN Adaptation, Up and running
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Adaptation, 3-Phase Approach
Phase-1: Initial Gameplay Phase-2: Adaptation Mode
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Adaptation, 3-Phase Approach
Phase-1: Initial Gameplay Phase-2: Adaptation Mode
Adaptation
Model
Engine
Manager
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Phase-1: Initial Gameplay Phase-2: Adaptation Mode
Random game Adaptation
Model
Engine
Manager
Extract gameplay features for specified player
Adaptation, 3-Phase Approach
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Phase-1: Initial Gameplay Phase-2: Adaptation Mode
Random game Adaptation
Model
Engine
Manager
Extract gameplay features for specified player
Adaptation, 3-Phase Approach
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Phase-1: Initial Gameplay Phase-2: Adaptation Mode
Random game Adaptation
Model
Set of controllable
features on a fixed
step
Engine
Manager
Extract best
controllable
features for next
gameExtract gameplay features for specified player
Adaptation, 3-Phase Approach
![Page 203: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/203.jpg)
Phase-1: Initial Gameplay Phase-2: Adaptation Mode
Random game Adaptation
Model
Set of controllable
features on a fixed
step
Engine
Manager
Extract best
controllable
features for next
gameExtract gameplay features for specified player
Adaptation, 3-Phase Approach
![Page 204: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/204.jpg)
Phase-3: Continues Gameplay
Engine
Manager
Adaptation, 3-Phase Approach
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Phase-3: Continues Gameplay
Engine
Manager
Generate game
with specified
controllable
features
Adaptation, 3-Phase Approach
![Page 206: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/206.jpg)
Phase-3: Continues Gameplay
Engine
Manager
Generate game
with specified
controllable
features
Extract gameplay features for specified player
Adaptation, 3-Phase Approach
![Page 207: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/207.jpg)
Phase-2: Adaptation Mode
Adaptation
Model
Set of controllable
features on a fixed
step
Extract best
controllable
features for next
game
Phase-3: Continues Gameplay
Engine
Manager
Generate game
with specified
controllable
features
Extract gameplay features for specified player
Adaptation, 3-Phase Approach
![Page 208: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/208.jpg)
Phase-2: Adaptation Mode
Adaptation
Model
Set of controllable
features on a fixed
step
Extract best
controllable
features for next
game
Phase-3: Continues Gameplay
Engine
Manager
Generate game
with specified
controllable
features
Extract gameplay features for specified player
Adaptation, 3-Phase Approach
![Page 209: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/209.jpg)
ANN Adaptation
level1 level2
Adapt
level20
Adapt Adapt
level21 levelN
Adapt
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Statistical Experiments
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Adaptation Model Performance VS Reported Player Pref.
Experiments, #1
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Experiments, #1
Adaptation Model Performance VS Reported Player Pref.
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Experiments, #2
2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance
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Experiments, #2
2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance
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Experiments, #2
2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance
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Experiments, #2
2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance
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Experiments, #2
2 Players Preferences Over Alternate Gameplay In Corresponds to Model Performance
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Timeline
![Page 219: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/219.jpg)
Timeline
![Page 220: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/220.jpg)
Timeline2011
![Page 221: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/221.jpg)
Ch
oo
sin
g t
he
do
ma
in,
Re
sea
rch
Se
arc
hin
g a
nd
Re
ad
ing
Timeline
9, M10
2011
L10, 11, 12
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Ch
oo
sin
g t
he
do
ma
in,
Re
sea
rch
Se
arc
hin
g a
nd
Re
ad
ing
Timeline
9, M10
2011
L10, 11, 12
![Page 223: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/223.jpg)
Ch
oo
sin
g t
he
do
ma
in,
Re
sea
rch
Se
arc
hin
g a
nd
Re
ad
ing
Timeline
9, M10
2011 2012
L10, 11, 12
![Page 224: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/224.jpg)
Pre
sen
tatio
n, P
ap
er
pu
blish
Cu
be
En
gin
e, Te
stin
g
Ad
ap
tiv
e C
on
ten
t G
en
era
tio
n M
od
el
Pre
fere
nc
e M
od
el
Sy
ste
m in
itia
l d
esi
gn
Da
ta C
olle
ctio
n,
STYX
Ev
en
t
De
sig
nin
g le
ve
ls, P
CG
Cu
be
En
gin
e, D
B
Ch
oo
sin
g t
he
do
ma
in,
Re
sea
rch
Se
arc
hin
g a
nd
Re
ad
ing
Timeline
9, M10
2011 2012
L10, 11, 12 L1, E2 L3M2, M3 4 5 M6, 7RIGHT
NOW!
![Page 225: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/225.jpg)
Presentation,
Paper
publish
Cube Engine, Testing
Adaptive Content
Generation Model
Preference Model
System initial
design
Data
Collection
, STYX
Event
Designing levels,
PCG
Cube Engine,
Database
Timeline - Implementing
2012
L1, E2 L3M2, M3 4 5 M6, 7RIGHT
NOW!
![Page 226: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/226.jpg)
Engine
Future Perspectives
![Page 227: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/227.jpg)
More
complicated, robust
models design
Addition emotional states
Music manipulation
More controllable features
More gameplay features
![Page 228: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/228.jpg)
More Players
• Deeper Statistical Understanding
• More robust models design
• Logging almost EVERYTHING, 150 ms
(Move, status, etc.)
![Page 229: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/229.jpg)
More Players
• Deeper Statistical Understanding
• More robust models design
• Logging almost EVERYTHING, 150 ms
(Move, status, etc.)
• Facial expression modeling
![Page 230: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/230.jpg)
Facial Expression
![Page 231: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/231.jpg)
Facial Expression
![Page 232: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/232.jpg)
Facial Expression
![Page 233: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/233.jpg)
Facial Expression
![Page 234: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/234.jpg)
Facial Expression
![Page 235: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/235.jpg)
Facial Expression
![Page 236: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/236.jpg)
Facial Expression
![Page 237: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/237.jpg)
Facial Expression
![Page 238: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/238.jpg)
Facial Expression
![Page 239: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/239.jpg)
Facial Expression
![Page 240: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/240.jpg)
Facial Expression
![Page 241: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/241.jpg)
Facial Expression
![Page 242: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/242.jpg)
Facial Expression
![Page 243: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/243.jpg)
Facial Expression
![Page 244: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/244.jpg)
Facial Expression
![Page 245: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/245.jpg)
Levels Design
![Page 246: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/246.jpg)
Levels Design
Sniper Position
![Page 247: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/247.jpg)
Levels Design
Gallery, Halo 3
![Page 248: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/248.jpg)
Levels Design
Strong Hold, COD MW3
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Extending
Neuro-Evolutionary
Preference Learning
through
Player Modeling
![Page 250: Adaptive First Person Shooter Game Content Generation](https://reader034.vdocuments.site/reader034/viewer/2022042623/547daed1b4af9faf158b5441/html5/thumbnails/250.jpg)
References
• Many! (find out more in the doc.)
• Special thanks to:o Noor Shaker
o Georgios N. Yannakakis
o Julian Togelius
o Luigi Cardamone
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team’s out,
Thanks for listening…