Self-refining games using player analytics
Matt Stanton, Ben Humberston, Brandon Kase, James F. O'Brien, Kayvon Fatahalian, Adrien Treuille
In ACM Transactions on Graphics, 33(4), July 2014.
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.
Article URL: http://dx.doi.org/10.1145/2601097.2601196
BibTeX format:
@article{Stanton:2014:SGU,
  author = {Matt Stanton and Ben Humberston and Brandon Kase and James F. O'Brien and Kayvon Fatahalian and Adrien Treuille},
  title = {Self-refining games using player analytics},
  journal = {ACM Transactions on Graphics},
  volume = {33},
  number = {4},
  pages = {73:1--73:9},
  month = jul,
  year = {2014},
}
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