open access publication

Conference Paper, 2024

Not All the Same: Understanding and Informing Similarity Estimation in Tile-Based Video Games

Proceedings of the CHI Conference on Human Factors in Computing Systems, ISBN 9798400703300, Pages 1-23, 10.1145/3613904.3642077

Contributors

Berns, Sebastian [1] Volz, Vanessa [2] Tokarchuk, Laurissa N 0000-0002-3118-5031 [1] Snodgrass, Sam [2] Guckelsberger, Christian 0000-0003-1977-1887 [1] [3]

Affiliations

  1. [1] Queen Mary University of London
  2. [NORA names: United Kingdom; Europe, Non-EU; OECD];
  3. [2] Denmark
  4. [NORA names: Miscellaneous; Denmark; Europe, EU; Nordic; OECD];
  5. [3] Aalto University
  6. [NORA names: Finland; Europe, EU; Nordic; OECD]

Abstract

Similarity estimation is essential for many game AI applications, from the procedural generation of distinct assets to automated exploration with game-playing agents. While similarity metrics often substitute human evaluation, their alignment with our judgement is unclear. Consequently, the result of their application can fail human expectations, leading to e.g. unappreciated content or unbelievable agent behaviour. We alleviate this gap through a multi-factorial study of two tile-based games in two representations, where participants (N=456) judged the similarity of level triplets. Based on this data, we construct domain-specific perceptual spaces, encoding similarity-relevant attributes. We compare 12 metrics to these spaces and evaluate their approximation quality through several quantitative lenses. Moreover, we conduct a qualitative labelling study to identify the features underlying the human similarity judgement in this popular genre. Our findings inform the selection of existing metrics and highlight requirements for the design of new similarity metrics benefiting game development and research.

Keywords

AI applications, agents, alignment, applications, approximation, approximation quality, assets, attributes, automated exploration, data, design, development, estimation, evaluation, expectations, exploration, features, findings, game, game development, game-playing agents, gap, generation, genre, human evaluation, human expectations, human similarity judgments, judgment, labeling studies, lenses, metrics, multi-factorial study, participants, perceptual space, procedural generation, quality, representation, requirements, research, selection, similarity, similarity estimation, similarity judgments, similarity metric, space, study, tile-based, tile-based game, triplet, video games

Funders

  • Engineering and Physical Sciences Research Council

Data Provider: Digital Science