Sabbir Ahmad

HC
3papers
46citations
Novelty15%
AI Score15

3 Papers

HCJul 29, 2021
Design-Driven Requirements for Computationally Co-Creative Game AI Design Tools

Nathan Partlan, Erica Kleinman, Jim Howe et al.

Game AI designers must manage complex interactions between the AI character, the game world, and the player, while achieving their design visions. Computational co-creativity tools can aid them, but first, AI and HCI researchers must gather requirements and determine design heuristics to build effective co-creative tools. In this work, we present a participatory design study that categorizes and analyzes game AI designers' workflows, goals, and expectations for such tools. We evince deep connections between game AI design and the design of co-creative tools, and present implications for future co-creativity tool research and development.

HCJun 19, 2020
Modeling Individual and Team Behavior through Spatio-temporal Analysis

Sabbir Ahmad, Andy Bryant, Erica Kleinman et al.

Modeling players' behaviors in games has gained increased momentum in the past few years. This area of research has wide applications, including modeling learners and understanding player strategies, to mention a few. In this paper, we present a new methodology, called Interactive Behavior Analytics (IBA), comprised of two visualization systems, a labeling mechanism, and abstraction algorithms that use Dynamic Time Warping and clustering algorithms. The methodology is packaged in a seamless interface to facilitate knowledge discovery from game data. We demonstrate the use of this methodology with data from two multiplayer team-based games: BoomTown, a game developed by Gallup, and DotA 2. The results of this work show the effectiveness of this method in modeling, and developing human-interpretable models of team and individual behavior.

HCJun 18, 2020
"And then they died": Using Action Sequences for Data Driven,Context Aware Gameplay Analysis

Erica Kleinman, Sabbir Ahmad, Zhaoqing Teng et al.

Many successful games rely heavily on data analytics to understand players and inform design. Popular methodologies focus on machine learning and statistical analysis of aggregated data. While effective in extracting information regarding player action, much of the context regarding when and how those actions occurred is lost. Qualitative methods allow researchers to examine context and derive meaningful explanations about the goals and motivations behind player behavior, but are difficult to scale. In this paper, we build on previous work by combining two existing methodologies: Interactive Behavior Analytics (IBA) and sequence analysis (SA), in order to create a novel, mixed methods, human-in-the-loop data analysis methodology that uses behavioral labels and visualizations to allow analysts to examine player behavior in a way that is context sensitive, scalable, and generalizable. We present the methodology along with a case study demonstrating how it can be used to analyze behavioral patterns of teamwork in the popular multiplayer game Defense of the Ancients 2 (DotA 2).