Transcript TITLE

Affect in games
CIG 2012 tutorial
Kostas Karpouzis
National Technical University of Athens
[email protected]
what I’ll talk about
• Concepts of affect/emotion/behaviour
– (hopefully!) related to games
• Engagement/attention/flow
• How to detect/make sense of them
• Modelling/detecting player experience and
sattisfaction
– and adapting to
what I won’t talk about
• Designing affective NPCs
– which show happiness, sadness, contempt, etc.
• Affect and in-game behaviour
– other than attention/engagement
– e.g. fatigue and game play, how happy/sad
players perform, etc.
• Particular affect detection techniques
– But we can discuss those later
yours truly
• Post-doc in Humaine Network of Excellence
• Since:
– CALLAS (emotion in arts and entertainment)
– Feelix Growing (affect-aware robots)
• Currently:
– Siren (serious games for conflict resolution in school environments)
– ILearnRW (serious games for children with dyslexia and
dysorthographia)
• Also:
– Humaine Games SIG (w/ G. Yannakakis), IEEE TAC SI (Affect in Games)
– IEEE Aff. Comp TF, IEEE CIS Games TC TF on Education
affective games
• Toys provide our first human-“machine” interface!
• Games are everywhere these days!
– Computers, consoles/TV, mobile phones
– Browser and Facebook/Google+ do not require installation
– ‘Freemium’ business model attractive to both gamers and
developers
– Huge interest in industry and academia
• Lots of funding from EU projects 
affective games
• Constrained environment  easier to track
people
• Novel modalities: gestures, body movement,
speech (lexical and prosody)
– Ideally associated with what happens in the game
• (Possibly) novel interaction paradigms, i.e. not
WIMP
affective gamers
or
(if things go
wrong)…
affective gamers
let’s make use of it 
a bit of theory
theories of emotion
terminology
• Emotions, mood, personality
• Can be distinguished by
– time (short-term vs. long-term)
– influence (unnoticed vs. dominant)
– cause (specific vs. diffuse)
• Affect classified by time
– short-term: emotions (dominant, specific)
– medium-term: moods (unnoticed, diffuse)
– and long-term: personality (dominant)
terminology
• what we perceive is the expressed emotion at a
given time
– on top of a person’s current mood, which may change over
time, but not drastically
– and on top of their personality
• usually considered a base line level
• which may differ from what a person feels
– e.g. we despise someone, but are forced to be polite
terminology
• Affect is an innately structured, non-cognitive
evaluative sensation that may or may not register in
consciousness
• Feeling is defined as affect made conscious,
possessing an evaluative capacity that is not only
physiologically based, but that is often also
psychologically oriented.
• Emotion is psychosocially constructed, dramatized
feeling
how it all started
• Charles Darwin, 1872
• Ekman et al. since the 60s
• Mayer and Salovey, papers on emotional
intelligence, 90s
• Goleman’s book: Emotional Intelligence: Why
It Can Matter More Than IQ
• Picard’s book: Affective Computing, 1997
why emotions?
• “Shallow” improvement of subjective
experience
• Reason about emotions of others
– To improve usability
– Get a handle on another aspect of the "human
world"
– Affective user modeling
– Basis for adapting experience to users
name that emotion
• so, we know what we’re after
– but we have to assign it a name
– in which we all agree upon
– and means the same thing for all (most?) of us
• different emotion representations
– different context
– different applications
– different conditions/environments
emotion representations
• most obvious: labels
– people use them in everyday life
– ‘happy’, ‘sad’, ‘ironic’, etc.
– may be extended to include user states, e.g.
‘tired’, which are not emotions
– CS people like them
• good match for classification algorithms
labels
• but…
– we have to agree on a finite set
• if we don’t, we’ll have to change the structure of our
neural nets with each new label
– labels don’t work well with measurements
• is ‘joy’ << ‘exhilaration’ and in what scale?
• do scales mean the same to the expresser and all
perceivers?
labels
• Ekman’s set is the most popular
– ‘anger’, ‘disgust’, ‘fear’, ‘joy’, ‘sadness’, and
‘surprise’
– added ‘contempt’ in the process
• Main difference to other sets of labels:
– universally recognizable across cultures
– when confronted with a smile, all people will
recognize ‘joy’
from labels to machine learning
• when reading the claim that ‘there are six
facial expressions recognized universally
across cultures’…
• …CS people misunderstood, causing a whole
lot of issues that still dominate the field
strike #1
• ‘we can only recognize these six expressions’
• as a result, all video databases used to contain
images of sad, angry, happy or fearful people
• a while later, the same authors discussed
‘contempt’ as a possible universal, but CS
people weren’t listening
strike #2
• ‘only these six expressions exist in human
expressivity’
• as a result, more sad, angry, happy or fearful
people, even when data involved HCI
– can you really be afraid when using your
computer?
strike #3
• ‘we can only recognize extreme emotions’
• now, happy people grin, sad people cry or are
scared to death when afraid
• however, extreme emotions are scarce in
everyday life
– so, subtle emotions and additional labels were out
of the picture
labels are good, but…
• don’t cover subtle emotions and natural
expressivity
– more emotions are available in everyday life and
usually masked
– hence the need for alternative emotion
representations
• can’t approach dynamics
• can’t approach magnitude
– extreme joy is not defined
other sets of labels
• Plutchik
– Acceptance, anger, anticipation, disgust, joy, fear, sadness,
surprise
– Relation to adaptive biological processes
• Frijda
– Desire, happiness, interest, surprise, wonder, sorrow
– Forms of action readiness
• Izard
– Anger, contempt, disgust, distress, fear, guilt, interest, joy,
shame, surprise
going 2D
• vertical: activation (active/passive)
• horiz.: evaluation (negative/positive)
going 2D
• emotions correspond to points in 2D space
• evidence that some vector operations are valid, e.g. ‘fear’ +
‘sadness’ = ‘despair’
going 2D
• quadrants useful in some applications
– e.g. detect extreme emotions during team comms in FPSs
going 3D
• Plutchik adds another
dimension
• vertical  intensity,
circle  degrees of
similarity
– four pairs of opposites
going 3D
• Mehrabian considers pleasure, arousal and dominance
• Again, emotions are points in space
what about interaction?
• these models describe the emotional state of
the user
• no insight as to what happened, why the user
reacted and how the user will react
– action selection
• OCC (Ortony, Clore, Collins)
• Scherer’s appraisal checks
OCC (Ortony, Clore, Collins)
• each event, agent and object has properties
– used to predict the final outcome/expressed emotion/action
summary on emotion
• perceived emotions are usually short-lasting
events across modalities
• labels and dimensions are used to annotate
perceived emotions
– pros and cons for each
• additional requirements for interactive
applications
a bit of theory
the quest for Flow (and fun)
a theory of fun
• Raph Koster
– lead designer of Ultima
Online
– creative director of Star Wars
Galaxies
– http://www.theoryoffun.com
/theoryoffun.pdf
– http://www.raphkoster.com
a theory of fun
a theory of fun
• ‘We talk so much about emergent gameplay,
non-linear storytelling, or about playerentered content. They’re all ways of increasing
the possibility space, making self-refreshing
puzzles’
• So, what is it that makes a game ‘fun’?
– ever-lasting challenge
• How can we keep challenges coming?
the concept of Flow
– a state of concentration or complete absorption with the
activity at hand and the situation. It is a state in which
people are so involved in an activity that nothing else
seems to matter (Csikszentmihalyi,1990)
– “Being completely involved in an activity for its own sake.
The ego falls away. Time flies. Every action, movement,
and thought follows inevitably from the previous one, like
playing jazz. Your whole being is involved, and you're
using your skills to the utmost”
flow revisited
• the ‘holy grail’ of
game design
• just the right amount
of challenge
• making a game very
hardgamers quit
• making a game very
easygamers bored
flow revisited
• it’s not about the
graphics
• or the controller
• or the franchise (e.g.
sports games)
• just ask Rovio
– makers of Angry Birds
– $80M/yr, 600M dl’s
flow revisited
• ‘smart’ games adapt
to player skill and
engagement
• keeping them coming
back for more
• at the end of the
day…
back to the drawing board
• what can we model?
– and how?
• definition of ‘affective computing’
– ‘affective computing is computing that relates to,
arises from, or deliberately influences emotion or
other affective phenomena’ -- Roz Picard, 1995
– ‘a set of observable manifestations of a
subjectively experienced emotion’ -- MerriamWebster’s dictionary
observable manifestations
observable manifestations
hypothesis
• ‘shallow’ treatment
– i.e. not as far as ‘personality’, sticking to ‘affect’
• identify/track user reactions
– facial expressions and gestures, body movements
and stance, hand and body expressivity (for
whole-body interaction)
• relate those to events in the game
hypothesis
• ideally, we could identify the players’ stress
level (via the ‘observable manifestations’) and
their skill level (via their performance)
• and cluster those to identify player types
– for the particular game genre!
• or use them to adapt the game
– make it easier for players ‘in distress’
– or harder for players in the verge of boredom
hypothesis
• why bother with both affect and
performance?
• why are players standing still?
– is it flow (immersion) or boredom?
• or why do they move around?
– is it immersion (e.g. in a racing game) or lack of
engagement?
• remember: Flow  skill AND engagement
generating content
• we want to make games
harder or easier to
match player skill
• predefined levels (e.g.
‘easy’ / ‘expert’)
• still we have to define
what ‘easy’ means
• data-driven activity!
TGFKASM
generating content
• game level as a multiparameter function 
produce game content
procedurally
• e.g. number and size of
gaps, number of opponents,
etc.
• Multimodal player
affect/satisfaction challenge
in forthcoming CIGs
in a nutshell
• games provide an ideal medium to induce and
capture affective interactions
• well-designed games bring out different (and
valuable!) reactions from players
• gaming is a multi-faceted activity
– thus, player models are usually detailed
• player affect tells us a lot about the game
lessons learned
the Siren project
conflict resolution games
• Siren aims to
produce a conflict
resolution serious
game
– for 10-14 y.o.
children
– in school
environments
conflict resolution games
The life cycle of conflict (Swanstrom and Weissmann, 2005)
conflict resolution games
• during escalation, negative emotions are present
• cannot use neg. emotions to indicate stress  adaptation
conflict resolution games
• rather, use estimated emotion to identify where players
are in this figure (which phase)
conflict resolution games
• and produce content to ‘push’ users towards de-escalation
• learning objective of the game!
conflict resolution games
• sensed affect can be used to identify player
performance
– i.e. whether players actually ‘move’ towards
resolving the conflict
• but which emotions are relevant?
• negative vs positive
• is that enough for all game genres?
in a nutshell
• player affect is genre-dependent
• reflects many qualities from the user model
• many open research questions
– single- vs multi-player
• easy to find people to play games
– yay!
thank you!
Kostas Karpouzis
[email protected]