Abstract
Data-driven simulation demands good training data drawn from a vast space of possible simulations. While fully sampling these large spaces is infeasible, we observe that in practical applications, such as gameplay, users explore only a vanishingly small subset of the dynamical state space. In this paper we present a sampling approach that takes advantage of this observation by concentrating precomputation around the states that users are most likely to encounter. We demonstrate our technique in a prototype self-refining game whose dynamics improve with play, ultimately providing realistically rendered, rich fluid dynamics in real time on a mobile device. Our results show that our analytics-driven training approach yields lower model error and fewer visual artifacts than a heuristic training strategy.
Supplemental Material
Available for Download
Supplemental material.
- Barbič, J., and James, D. 2005. Real-time subspace integration for St. Venant-Kirchhoff deformable models. ACM Trans. Graph. 24, 3 (July), 982--990. Google Scholar
Digital Library
- Barbič, J., and Popović, J. 2008. Real-time control of physically based simulations using gentle forces. ACM Trans. Graph. 27, 5 (Dec.), 163:1--163:10. Google Scholar
Digital Library
- Chentanez, N., and Müller, M. 2010. Real-time simulation of large bodies of water with small scale details. In Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, SCA '10, 197--206. Google Scholar
Digital Library
- Chentanez, N., and Müller, M. 2011. Real-time Eulerian water simulation using a restricted tall cell grid. ACM Trans. Graph. 30, 4 (July), 82:1--82:10. Google Scholar
Digital Library
- Cinematronics, 1983. Dragon's Lair. {Arcade}.Google Scholar
- Claypool, M., and Claypool, K. 2010. Latency can kill: Precision and deadline in online games. In Proceedings of the First ACM Multimedia Systems Conference. Google Scholar
Digital Library
- Cooper, S., Hertzmann, A., and Popović, Z. 2007. Active learning for real-time motion controllers. ACM Trans. Graph. 26, 3 (July). Google Scholar
Digital Library
- Cooper, S., Khatib, F., Treuille, A., Barbero, J., Lee, J., Beenen, M., Leaver-Fay, A., Baker, D., and Popović, Z. 2010. Predicting protein structures with a multiplayer online game. Nature 466 (August).Google Scholar
- Crane, K., Llamas, I., and Tariq, S. 2007. Real Time Simulation and Rendering of 3D Fluids. Addison-Wesley, ch. 30.Google Scholar
- Eitz, M., Hays, J., and Alexa, M. 2012. How do humans sketch objects? ACM Trans. Graph. 31, 4 (July), 44:1--44:10. Google Scholar
Digital Library
- El-Nasr, M. S. 2007. Interaction, narrative, and drama: Creating an adaptive interactive narrative using performance arts theories. Interaction Studies 8, 2 (June), 209--240.Google Scholar
Cross Ref
- Feller, W. 1968. An Introduction to Probability Theory and Its Applications. Wiley.Google Scholar
- Guan, P., Reiss, L. and Hirshberg, D., Weiss, A., and Black, M. J. 2012. DRAPE: DRessing Any PErson. ACM Trans. Graph. 31, 4 (July), 35:1--35:10. Google Scholar
Digital Library
- Gupta, M., and Narasimhan, S. G. 2007. Legendre fluids: A unified framework for analytic reduced space modeling and rendering of participating media. In Proceedings of the 2007 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, SCA '07, 17--25. Google Scholar
Digital Library
- Houlette, R. 2003. Player modeling for adaptive games. In AI Game Programming Wisdom 2, S. Rabin, Ed. Charles River Media.Google Scholar
- Jakob, W., 2010. Mitsuba renderer. http://www.mitsuba-renderer.org.Google Scholar
- James, D. L., and Fatahalian, K. 2003. Precomputing interactive dynamic deformable scenes. Tech. Rep. CMU-RI-TR-03-33, Carnegie Mellon University Robotics Institute.Google Scholar
- Kavan, L., Gerszewski, D., Bargteil, A. W., and Sloan, P.-P. 2011. Physics-inspired upsampling for cloth simulation in games. ACM Trans. Graph. 30, 4 (July), 93:1--93:10. Google Scholar
Digital Library
- Kim, T., and Delaney, J. 2013. Subspace fluid re-simulation. ACM Trans. Graph. 32, 4 (July), 62:1--62:9. Google Scholar
Digital Library
- Kim, T., and James, D. L. 2009. Skipping steps in deformable simulation with online model reduction. ACM Trans. Graph. 28, 5 (Dec.), 123:1--123:9. Google Scholar
Digital Library
- Kim, D., Koh, W., Narain, R., Fatahalian, K., Treuille, A., and O'Brien, J. F. 2013. Near-exhaustive precomputation of secondary cloth effects. ACM Trans. Graph. 32, 4 (July), 87:1--7. Google Scholar
Digital Library
- Kittur, A., Chi, E. H., and Suh, B. 2008. Crowdsourcing user studies with Mechanical Turk. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI '08, 453--456. Google Scholar
Digital Library
- Lee, J., Kladwang, W., Lee, M., Cantu, D., Azizyan, M., Kim, H., Limpaecher, A., Yoon, S., Treuille, A., Das, R., and EteRNA Participants. 2014. RNA design rules from a massive open laboratory. Proceedings of the National Academy of Sciences. 2014. (Preprint).Google Scholar
Cross Ref
- Limpaecher, A., Feltman, N., Treuille, A., and Cohen, M. 2013. Real-time drawing assistance through crowdsourcing. ACM Trans. Graph. 32, 4 (July), 54:1--54:8. Google Scholar
Digital Library
- Macklin, M., and Müller, M. 2013. Position based fluids. ACM Trans. Graph. 32, 4 (July), 104:1--104:12. Google Scholar
Digital Library
- McCann, J., and Pollard, N. 2007. Responsive characters from motion fragments. ACM Trans. Graph. 26, 3 (July). Google Scholar
Digital Library
- Microsoft, 2013. Drivatar website. http://research.microsoft.com/en-us/projects/drivatar.Google Scholar
- Page, L., Brin, S., Motwani, R., and Winograd, T. 1999. The PageRank citation ranking: bringing order to the Web. Technical Report 1999-66, Stanford InfoLab, November.Google Scholar
- Schödl, A., Szeliski, R., Salesin, D. H., and Essa, I. 2000. Video textures. In Proceedings of SIGGRAPH 2000, Computer Graphics Proceedings, Annual Conference Series, 489--498. Google Scholar
Digital Library
- Smith, A. M., Lewis, C., Hullett, K., Smith, G., and Sullivan, A. 2011. An inclusive taxonomy of player modeling. Tech. Rep. UCSC-SOE-11-13, University of California, Santa Cruz.Google Scholar
- Solenthaler, B., and Pajarola, R. 2009. Predictive-corrective incompressible SPH. ACM Trans. Graph. 28, 3 (July), 40:1--40:6. Google Scholar
Digital Library
- Stanton, M., Sheng, Y., Wicke, M., Perazzi, F., Yuen, A., Narasimhan, S., and Treuille, A. 2013. Non-polynomial Galerkin projection on deforming meshes. ACM Trans. Graph. 32, 4 (July), 86:1--86:14. Google Scholar
Digital Library
- Št'ava, O., Beneš, B., Brisbin, M., and Křivánek, J. 2008. Interactive terrain modeling using hydraulic erosion. In Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, SCA '08, 201--210. Google Scholar
Digital Library
- Thue, D., Bulitko, V., Spetch, M., and Wasylishen, E. 2007. Interactive storytelling: A player modelling approach. In The Third Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE '07.Google Scholar
- Thurey, N., Müller-Fischer, M., Schirm, S., and Gross, M. 2007. Real-time breaking waves for shallow water simulations. In Proceedings of the 15th Pacific Conference on Computer Graphics and Applications, PG '07, 39--46. Google Scholar
Digital Library
- Treuille, A., Lewis, A., and Popović, Z. 2006. Model reduction for real-time fluids. ACM Trans. Graph. 25, 3 (July), 826--834. Google Scholar
Digital Library
- von Ahn, L., and Dabbish, L. 2004. Labeling images with a computer game. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI '04, 319--326. Google Scholar
Digital Library
- von Ahn, L., Liu, R., and Blum, M. 2006. Peekaboom: a game for locating objects in images. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI '06, 55--64. Google Scholar
Digital Library
- von Ahn, L., Maurer, B., Mcmillen, C., Abraham, D., and Blum, M. 2008. reCAPTCHA: Human-based character recognition via web security measures. Science 321, 5895 (August), 1465--1468.Google Scholar
Cross Ref
- Wicke, M., Stanton, M., and Treuille, A. 2009. Modular bases for fluid dynamics. ACM Trans. Graph. 28, 3 (July), 39:1--39:8. Google Scholar
Digital Library
- Zhu, Y., and Bridson, R. 2005. Animating sand as a fluid. ACM Trans. Graph. 24, 3 (July), 965--972. Google Scholar
Digital Library
- Zook, A., Lee-Urban, S., Drinkwater, M. R., and Riedl, M. O. 2012. Skill-based mission generation: A data-driven temporal player modeling approach. In Proceedings of the 7th International Conference on the Foundations of Digital Games, FDG '12. Google Scholar
Digital Library
- Zook, A., Fruchter, E., and Riedl, M. O. 2014. Automatic playtesting for game parameter tuning via active learning. In Proceedings of the 9th International Conference on the Foundations of Digital Games, FDG '14.Google Scholar
Index Terms
Self-refining games using player analytics
Recommendations
Playstyles in Tetris: Beyond Player Skill, Score, and Competition
Entertainment Computing – ICEC 2022AbstractIn this study, we looked at playstyles in Tetris in order to explore how players construct meaning in abstract video games. To do this, we looked at playstyles that go beyond metrics related to player skill, score and competition. Indeed, non-...
NFC Mobile Parlor Games Enabling Direct Player to Player Interaction
NFC '11: Proceedings of the 2011 Third International Workshop on Near Field CommunicationWhilst there has been considerable research focus on the user experience of using NFC enabled mobile phones interacting with tags or objects, the ability to perform peer to peer contact has been given little consideration and is often dismissed as being ...
Authority assignment in distributed multi-player proxy-based games
NetGames '06: Proceedings of 5th ACM SIGCOMM workshop on Network and system support for gamesWe present a proxy-based gaming architecture and authority assignment within this architecture that can lead to better game playing experience in Massively Multi-player Online games. The proposed game architecture consists of distributed game clients ...





Comments