Closing the Affective Loop via Experience-Driven Reinforcement Learning Designers

Fuente: arXiv
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Main Authors: Barthet, Matthew, Branco, Diogo, Gallotta, Roberto, Khalifa, Ahmed, Yannakakis, Georgios N.
Format: Preprint
Published: 2024
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author Barthet, Matthew
Branco, Diogo
Gallotta, Roberto
Khalifa, Ahmed
Yannakakis, Georgios N.
author_facet Barthet, Matthew
Branco, Diogo
Gallotta, Roberto
Khalifa, Ahmed
Yannakakis, Georgios N.
contents Autonomously tailoring content to a set of predetermined affective patterns has long been considered the holy grail of affect-aware human-computer interaction at large. The experience-driven procedural content generation framework realises this vision by searching for content that elicits a certain experience pattern to a user. In this paper, we propose a novel reinforcement learning (RL) framework for generating affect-tailored content, and we test it in the domain of racing games. Specifically, the experience-driven RL (EDRL) framework is given a target arousal trace, and it then generates a racetrack that elicits the desired affective responses for a particular type of player. EDRL leverages a reward function that assesses the affective pattern of any generated racetrack from a corpus of arousal traces. Our findings suggest that EDRL can accurately generate affect-driven racing game levels according to a designer's style and outperforms search-based methods for personalised content generation. The method is not only directly applicable to game content generation tasks but also employable broadly to any domain that uses content for affective adaptation.
format Preprint
id arxiv_https___arxiv_org_abs_2408_06346
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Closing the Affective Loop via Experience-Driven Reinforcement Learning Designers
Barthet, Matthew
Branco, Diogo
Gallotta, Roberto
Khalifa, Ahmed
Yannakakis, Georgios N.
Human-Computer Interaction
Artificial Intelligence
Autonomously tailoring content to a set of predetermined affective patterns has long been considered the holy grail of affect-aware human-computer interaction at large. The experience-driven procedural content generation framework realises this vision by searching for content that elicits a certain experience pattern to a user. In this paper, we propose a novel reinforcement learning (RL) framework for generating affect-tailored content, and we test it in the domain of racing games. Specifically, the experience-driven RL (EDRL) framework is given a target arousal trace, and it then generates a racetrack that elicits the desired affective responses for a particular type of player. EDRL leverages a reward function that assesses the affective pattern of any generated racetrack from a corpus of arousal traces. Our findings suggest that EDRL can accurately generate affect-driven racing game levels according to a designer's style and outperforms search-based methods for personalised content generation. The method is not only directly applicable to game content generation tasks but also employable broadly to any domain that uses content for affective adaptation.
title Closing the Affective Loop via Experience-Driven Reinforcement Learning Designers
topic Human-Computer Interaction
Artificial Intelligence
url https://arxiv.org/abs/2408.06346