Topic: Video Game

Seminar
4 seminars
ePoster
2 ePosters

Latest

SeminarNeuroscience

Generative models for video games (rescheduled)

Katja Hoffman
Microsoft Research
May 22, 2024

Developing agents capable of modeling complex environments and human behaviors within them is a key goal of artificial intelligence research. Progress towards this goal has exciting potential for applications in video games, from new tools that empower game developers to realize new creative visions, to enabling new kinds of immersive player experiences. This talk focuses on recent advances of my team at Microsoft Research towards scalable machine learning architectures that effectively capture human gameplay data. In the first part of my talk, I will focus on diffusion models as generative models of human behavior. Previously shown to have impressive image generation capabilities, I present insights that unlock applications to imitation learning for sequential decision making. In the second part of my talk, I discuss a recent project taking ideas from language modeling to build a generative sequence model of an Xbox game.

SeminarNeuroscience

Generative models for video games

Katja Hoffman
Microsoft Research
May 1, 2024

Developing agents capable of modeling complex environments and human behaviors within them is a key goal of artificial intelligence research. Progress towards this goal has exciting potential for applications in video games, from new tools that empower game developers to realize new creative visions, to enabling new kinds of immersive player experiences. This talk focuses on recent advances of my team at Microsoft Research towards scalable machine learning architectures that effectively capture human gameplay data. In the first part of my talk, I will focus on diffusion models as generative models of human behavior. Previously shown to have impressive image generation capabilities, I present insights that unlock applications to imitation learning for sequential decision making. In the second part of my talk, I discuss a recent project taking ideas from language modeling to build a generative sequence model of an Xbox game.

SeminarNeuroscienceRecording

Neurocognitive mechanisms of enhanced implicit temporal processing in action video game players

Francois R. Foerster
Giersch Lab, INSERM U1114
Feb 23, 2022

Playing action video games involves both explicit (conscious) and implicit (non-conscious) expectations of timed events, such as the appearance of foes. While studies revealed that explicit attention skills are improved in action video game players (VGPs), their implicit skills remained untested. To this end, we investigated explicit and implicit temporal processing in VGPs and non-VGPs (control participants). In our variable foreperiod task, participants were immersed in a virtual reality and instructed to respond to a visual target appearing at variable delays after a cue. I will present behavioral, oculomotor and EEG data and discuss possible markers of the implicit passage of time and explicit temporal attention processing. All evidence indicates that VGPs have enhanced implicit skills to track the passage of time, which does not require conscious attention. Thus, action video game play may improve a temporal processing found altered in psychopathologies, such as schizophrenia. Could digital (game-based) interventions help remediate temporal processing deficits in psychiatric populations?

SeminarNeuroscience

Individual differences in visual (mis)perception: a multivariate statistical approach

Aline Cretenoud
Laboratory of Psychophysics, BMI, SV, EPFL
Dec 8, 2021

Common factors are omnipresent in everyday life, e.g., it is widely held that there is a common factor g for intelligence. In vision, however, there seems to be a multitude of specific factors rather than a strong and unique common factor. In my thesis, I first examined the multidimensionality of the structure underlying visual illusions. To this aim, the susceptibility to various visual illusions was measured. In addition, subjects were tested with variants of the same illusion, which differed in spatial features, luminance, orientation, or contextual conditions. Only weak correlations were observed between the susceptibility to different visual illusions. An individual showing a strong susceptibility to one visual illusion does not necessarily show a strong susceptibility to other visual illusions, suggesting that the structure underlying visual illusions is multifactorial. In contrast, there were strong correlations between the susceptibility to variants of the same illusion. Hence, factors seem to be illusion-specific but not feature-specific. Second, I investigated whether a strong visual factor emerges in healthy elderly and patients with schizophrenia, which may be expected from the general decline in perceptual abilities usually reported in these two populations compared to healthy young adults. Similarly, a strong visual factor may emerge in action video gamers, who often show enhanced perceptual performance compared to non-video gamers. Hence, healthy elderly, patients with schizophrenia, and action video gamers were tested with a battery of visual tasks, such as a contrast detection and orientation discrimination task. As in control groups, between-task correlations were weak in general, which argues against the emergence of a strong common factor for vision in these populations. While similar tasks are usually assumed to rely on similar neural mechanisms, the performances in different visual tasks were only weakly related to each other, i.e., performance does not generalize across visual tasks. These results highlight the relevance of an individual differences approach to unravel the multidimensionality of the visual structure.

ePosterNeuroscience

DISTINGUISHING HIGH AND LOW FLOW STATES DURING VIDEO GAME PLAY THROUGH THE MISMATCH NEGATIVITY TO TASK-IRRELEVANT SOUNDS: AN EVENT-RELATED POTENTIAL STUDY

Arthur Nguyen, Mathieu Scheltienne, Cyriaque De Renty, Shadee Thiam, Freya Joessel, Steven Hillyard, Daphne Bavelier

FENS Forum 2026

ePosterNeuroscience

Neurocognitive evidence of enhanced implicit temporal processing in video game players

Francois R. Foerster, Matthieu Chidharom, Anne Bonnefond, Anne Giersch

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