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Main Authors: Berns, Sebastian, Volz, Vanessa, Tokarchuk, Laurissa, Snodgrass, Sam, Guckelsberger, Christian
Format: Preprint
Published: 2024
Subjects:
Online Access:https://arxiv.org/abs/2402.18728
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author Berns, Sebastian
Volz, Vanessa
Tokarchuk, Laurissa
Snodgrass, Sam
Guckelsberger, Christian
author_facet Berns, Sebastian
Volz, Vanessa
Tokarchuk, Laurissa
Snodgrass, Sam
Guckelsberger, Christian
contents Similarity estimation is essential for many game AI applications, from the procedural generation of distinct assets to automated exploration with game-playing agents. While similarity metrics often substitute human evaluation, their alignment with our judgement is unclear. Consequently, the result of their application can fail human expectations, leading to e.g. unappreciated content or unbelievable agent behaviour. We alleviate this gap through a multi-factorial study of two tile-based games in two representations, where participants (N=456) judged the similarity of level triplets. Based on this data, we construct domain-specific perceptual spaces, encoding similarity-relevant attributes. We compare 12 metrics to these spaces and evaluate their approximation quality through several quantitative lenses. Moreover, we conduct a qualitative labelling study to identify the features underlying the human similarity judgement in this popular genre. Our findings inform the selection of existing metrics and highlight requirements for the design of new similarity metrics benefiting game development and research.
format Preprint
id arxiv_https___arxiv_org_abs_2402_18728
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Not All the Same: Understanding and Informing Similarity Estimation in Tile-Based Video Games
Berns, Sebastian
Volz, Vanessa
Tokarchuk, Laurissa
Snodgrass, Sam
Guckelsberger, Christian
Human-Computer Interaction
Similarity estimation is essential for many game AI applications, from the procedural generation of distinct assets to automated exploration with game-playing agents. While similarity metrics often substitute human evaluation, their alignment with our judgement is unclear. Consequently, the result of their application can fail human expectations, leading to e.g. unappreciated content or unbelievable agent behaviour. We alleviate this gap through a multi-factorial study of two tile-based games in two representations, where participants (N=456) judged the similarity of level triplets. Based on this data, we construct domain-specific perceptual spaces, encoding similarity-relevant attributes. We compare 12 metrics to these spaces and evaluate their approximation quality through several quantitative lenses. Moreover, we conduct a qualitative labelling study to identify the features underlying the human similarity judgement in this popular genre. Our findings inform the selection of existing metrics and highlight requirements for the design of new similarity metrics benefiting game development and research.
title Not All the Same: Understanding and Informing Similarity Estimation in Tile-Based Video Games
topic Human-Computer Interaction
url https://arxiv.org/abs/2402.18728