Video Games
video games
Generative models for video games (rescheduled)
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.
Generative models for video games
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.
Characterising Representations of Goal Obstructiveness and Uncertainty Across Behavior, Physiology, and Brain Activity Through a Video Game Paradigm
The nature of emotions and their neural underpinnings remain debated. Appraisal theories such as the component process model propose that the perception and evaluation of events (appraisal) is the key to eliciting the range of emotions we experience. Here we study whether the framework of appraisal theories provides a clearer account for the differentiation of emotional episodes and their functional organisation in the brain. We developed a stealth game to manipulate appraisals in a systematic yet immersive way. The interactive nature of video games heightens self-relevance through the experience of goal-directed action or reaction, evoking strong emotions. We show that our manipulations led to changes in behaviour, physiology and brain activations.
Neurocognitive mechanisms of enhanced implicit temporal processing in action video game players
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?