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ICT


Video games have come on leaps and bounds in the past decades. The introduction of high levels of complexity, storytelling to rival the best Hollywood films, and online cooperation means that games are gripping players like never before. However, Noor Shaker of the Aalborg University believes that to truly engage people, games should be able to react to the player’s behaviour on the fly to improvise content that both challenges and entertains them


PlayGALe - Playful games with active learning


The rise of video games since the release of Pong in 1972 has been meteoric. With revenues recently topping $100m annually, the industry has now surpassed both films and music financially and is continuing to grow. With video games now a part of people’s lives more than ever


innovative


before, the demand and


entertaining


for more games


is


pushing the medium into territories that gamers thirty years ago could barely imagine. Massively multiplayer online games in which people collaborate online towards shared goals are now commonplace, and VR technology such as the Oculus Rift is edging ever closer to the mainstream. Despite these developments and their increasing complexity, video games


still


tend to be somewhat rigid affairs that cannot diverge from the content that is


48


“Games will be more like playmates in that they can innovate, be creative and react to the player’s actions”


programmed into them. Noor Shaker of the Aalborg University is looking to change this by developing techniques for building new types of playful games in which the system continuously learns from in-game interaction and responds by generating novel content. “The idea is to build games that have more meaningful interactions with the player,” she explains. “Games will be more like playmates in that they can innovate, be creative and react to the player’s actions.” Shaker is using machine-learning techniques based on the concepts of active


learning and artificial curiosity that autonomously choose how to explore the player’s


responses in interactive games.


These will allow games to create new content such as rules, items and levels. For instance, active learning approaches


allow content to be personalised to the behaviour of a specific player. Shaker and her colleagues have been carrying out preliminary investigations experience models that


learning with as few data points as possible. This will make it easier for them to be integrated into the game generation loop,


Insight Publishers | Projects


into building facilitate active


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