Christian Guckelsberger

AI
h-index5
16papers
264citations
Novelty35%
AI Score28

16 Papers

HCAug 11, 2022Code
Cine-AI: Generating Video Game Cutscenes in the Style of Human Directors

Inan Evin, Perttu Hämäläinen, Christian Guckelsberger

Cutscenes form an integral part of many video games, but their creation is costly, time-consuming, and requires skills that many game developers lack. While AI has been leveraged to semi-automate cutscene production, the results typically lack the internal consistency and uniformity in style that is characteristic of professional human directors. We overcome this shortcoming with Cine-AI, an open-source procedural cinematography toolset capable of generating in-game cutscenes in the style of eminent human directors. Implemented in the popular game engine Unity, Cine-AI features a novel timeline and storyboard interface for design-time manipulation, combined with runtime cinematography automation. Via two user studies, each employing quantitative and qualitative measures, we demonstrate that Cine-AI generates cutscenes that people correctly associate with a target director, while providing above-average usability. Our director imitation dataset is publicly available, and can be extended by users and film enthusiasts.

LGApr 24, 2023Code
Towards Mode Balancing of Generative Models via Diversity Weights

Sebastian Berns, Simon Colton, Christian Guckelsberger

Large data-driven image models are extensively used to support creative and artistic work. Under the currently predominant distribution-fitting paradigm, a dataset is treated as ground truth to be approximated as closely as possible. Yet, many creative applications demand a diverse range of output, and creators often strive to actively diverge from a given data distribution. We argue that an adjustment of modelling objectives, from pure mode coverage towards mode balancing, is necessary to accommodate the goal of higher output diversity. We present diversity weights, a training scheme that increases a model's output diversity by balancing the modes in the training dataset. First experiments in a controlled setting demonstrate the potential of our method. We discuss connections of our approach to diversity, equity, and inclusion in generative machine learning more generally, and computational creativity specifically. An implementation of our algorithm is available at https://github.com/sebastianberns/diversity-weights

HCFeb 24, 2023
"An Adapt-or-Die Type of Situation": Perception, Adoption, and Use of Text-To-Image-Generation AI by Game Industry Professionals

Veera Vimpari, Annakaisa Kultima, Perttu Hämäläinen et al.

Text-to-image generation (TTIG) models, a recent addition to creative AI, can generate images based on a text description. These models have begun to rival the work of professional creatives, and sparked discussions on the future of creative work, loss of jobs, and copyright issues, amongst other important implications. To support the sustainable adoption of TTIG, we must provide rich, reliable and transparent insights into how professionals perceive, adopt and use TTIG. Crucially though, the public debate is shallow, narrow and lacking transparency, while academic work has focused on studying the use of TTIG in a general artist population, but not on the perceptions and attitudes of professionals in a specific industry. In this paper, we contribute a qualitative, exploratory interview study on TTIG in the Finnish videogame industry. Through a Template Analysis on semi-structured interviews with 14 game professionals, we reveal 12 overarching themes, structured into 49 sub-themes on professionals' perception, adoption and use of TTIG systems in games industry practice. Experiencing (yet another) change of roles and creative processes, our participants' reflections can inform discussions within the industry, be used by policymakers to inform urgently needed legislation, and support researchers in games, HCI and AI to support the sustainable, professional use of TTIG to benefit people and games as cultural artefacts.

HCMay 3, 2022
How Does Embodiment Affect the Human Perception of Computational Creativity? An Experimental Study Framework

Simo Linkola, Christian Guckelsberger, Tomi Männistö et al.

Which factors influence the human assessment of creativity exhibited by a computational system is a core question of computational creativity (CC) research. Recently, the system's embodiment has been put forward as such a factor, but empirical studies of its effect are lacking. To this end, we propose an experimental framework which isolates the effect of embodiment on the perception of creativity from its effect on creativity per se. We not only manipulate the system's embodiment, but also the perceptual evidence as the basis for the human creativity assessment. We motivate the core framework with embodiment and perceptual evidence as independent and the creative process as controlled variable, and we provide recommendations on measuring the assessment of creativity as dependent variable. We hope the framework will inspire others to study the human perception of embodied CC in a principled manner.

HCSep 6, 2022
Personalized Game Difficulty Prediction Using Factorization Machines

Jeppe Theiss Kristensen, Christian Guckelsberger, Paolo Burelli et al.

The accurate and personalized estimation of task difficulty provides many opportunities for optimizing user experience. However, user diversity makes such difficulty estimation hard, in that empirical measurements from some user sample do not necessarily generalize to others. In this paper, we contribute a new approach for personalized difficulty estimation of game levels, borrowing methods from content recommendation. Using factorization machines (FM) on a large dataset from a commercial puzzle game, we are able to predict difficulty as the number of attempts a player requires to pass future game levels, based on observed attempt counts from earlier levels and levels played by others. In addition to performance and scalability, FMs offer the benefit that the learned latent variable model can be used to study the characteristics of both players and game levels that contribute to difficulty. We compare the approach to a simple non-personalized baseline and a personalized prediction using Random Forests. Our results suggest that FMs are a promising tool enabling game designers to both optimize player experience and learn more about their players and the game.

AINov 3, 2024
Diversity Progress for Goal Selection in Discriminability-Motivated RL

Erik M. Lintunen, Nadia M. Ady, Christian Guckelsberger

Non-uniform goal selection has the potential to improve the reinforcement learning (RL) of skills over uniform-random selection. In this paper, we introduce a method for learning a goal-selection policy in intrinsically-motivated goal-conditioned RL: "Diversity Progress" (DP). The learner forms a curriculum based on observed improvement in discriminability over its set of goals. Our proposed method is applicable to the class of discriminability-motivated agents, where the intrinsic reward is computed as a function of the agent's certainty of following the true goal being pursued. This reward can motivate the agent to learn a set of diverse skills without extrinsic rewards. We demonstrate empirically that a DP-motivated agent can learn a set of distinguishable skills faster than previous approaches, and do so without suffering from a collapse of the goal distribution -- a known issue with some prior approaches. We end with plans to take this proof-of-concept forward.

AIMay 23, 2024
Creativity and Markov Decision Processes

Joonas Lahikainen, Nadia M. Ady, Christian Guckelsberger

Creativity is already regularly attributed to AI systems outside specialised computational creativity (CC) communities. However, the evaluation of creativity in AI at large typically lacks grounding in creativity theory, which can promote inappropriate attributions and limit the analysis of creative behaviour. While CC researchers have translated psychological theory into formal models, the value of these models is limited by a gap to common AI frameworks. To mitigate this limitation, we identify formal mappings between Boden's process theory of creativity and Markov Decision Processes (MDPs), using the Creative Systems Framework as a stepping stone. We study three out of eleven mappings in detail to understand which types of creative processes, opportunities for (aberrations), and threats to creativity (uninspiration) could be observed in an MDP. We conclude by discussing quality criteria for the selection of such mappings for future work and applications.

AIFeb 11, 2025
Towards a Formal Theory of the Need for Competence via Computational Intrinsic Motivation

Erik M. Lintunen, Nadia M. Ady, Sebastian Deterding et al.

Computational modelling offers a powerful tool for formalising psychological theories, making them more transparent, testable, and applicable in digital contexts. Yet, the question often remains: how should one computationally model a theory? We provide a demonstration of how formalisms taken from artificial intelligence can offer a fertile starting point. Specifically, we focus on the "need for competence", postulated as a key basic psychological need within Self-Determination Theory (SDT) -- arguably the most influential framework for intrinsic motivation (IM) in psychology. Recent research has identified multiple distinct facets of competence in key SDT texts: effectance, skill use, task performance, and capacity growth. We draw on the computational IM literature in reinforcement learning to suggest that different existing formalisms may be appropriate for modelling these different facets. Using these formalisms, we reveal underlying preconditions that SDT fails to make explicit, demonstrating how computational models can improve our understanding of IM. More generally, our work can support a cycle of theory development by inspiring new computational models, which can then be tested empirically to refine the theory. Thus, we provide a foundation for advancing competence-related theory in SDT and motivational psychology more broadly.

AIJul 26, 2021
Predicting Game Engagement and Difficulty Using AI Players

Shaghayegh Roohi, Christian Guckelsberger, Asko Relas et al.

This paper presents a novel approach to automated playtesting for the prediction of human player behavior and experience. It has previously been demonstrated that Deep Reinforcement Learning (DRL) game-playing agents can predict both game difficulty and player engagement, operationalized as average pass and churn rates. We improve this approach by enhancing DRL with Monte Carlo Tree Search (MCTS). We also motivate an enhanced selection strategy for predictor features, based on the observation that an AI agent's best-case performance can yield stronger correlations with human data than the agent's average performance. Both additions consistently improve the prediction accuracy, and the DRL-enhanced MCTS outperforms both DRL and vanilla MCTS in the hardest levels. We conclude that player modelling via automated playtesting can benefit from combining DRL and MCTS. Moreover, it can be worthwhile to investigate a subset of repeated best AI agent runs, if AI gameplay does not yield good predictions on average.

LGJul 5, 2021
Automating Generative Deep Learning for Artistic Purposes: Challenges and Opportunities

Sebastian Berns, Terence Broad, Christian Guckelsberger et al.

We present a framework for automating generative deep learning with a specific focus on artistic applications. The framework provides opportunities to hand over creative responsibilities to a generative system as targets for automation. For the definition of targets, we adopt core concepts from automated machine learning and an analysis of generative deep learning pipelines, both in standard and artistic settings. To motivate the framework, we argue that automation aligns well with the goal of increasing the creative responsibility of a generative system, a central theme in computational creativity research. We understand automation as the challenge of granting a generative system more creative autonomy, by framing the interaction between the user and the system as a co-creative process. The development of the framework is informed by our analysis of the relationship between automation and creative autonomy. An illustrative example shows how the framework can give inspiration and guidance in the process of handing over creative responsibility.

AIJul 2, 2021
Embodiment and Computational Creativity

Christian Guckelsberger, Anna Kantosalo, Santiago Negrete-Yankelevich et al.

We conjecture that creativity and the perception of creativity are, at least to some extent, shaped by embodiment. This makes embodiment highly relevant for Computational Creativity (CC) research, but existing research is scarce and the use of the concept highly ambiguous. We overcome this situation by means of a systematic review and a prescriptive analysis of publications at the International Conference on Computational Creativity. We adopt and extend an established typology of embodiment to resolve ambiguity through identifying and comparing different usages of the concept. We collect, contextualise and highlight opportunities and challenges in embracing embodiment in CC as a reference for research, and put forward important directions to further the embodied CC research programme.

AIMay 14, 2019
Generative Design in Minecraft: Chronicle Challenge

Christoph Salge, Christian Guckelsberger, Michael Cerny Green et al.

We introduce the Chronicle Challenge as an optional addition to the Settlement Generation Challenge in Minecraft. One of the foci of the overall competition is adaptive procedural content generation (PCG), an arguably under-explored problem in computational creativity. In the base challenge, participants must generate new settlements that respond to and ideally interact with existing content in the world, such as the landscape or climate. The goal is to understand the underlying creative process, and to design better PCG systems. The Chronicle Challenge in particular focuses on the generation of a narrative based on the history of a generated settlement, expressed in natural language. We discuss the unique features of the Chronicle Challenge in comparison to other competitions, clarify the characteristics of a chronicle eligible for submission and describe the evaluation criteria. We furthermore draw on simulation-based approaches in computational storytelling as examples to how this challenge could be approached.

AIJun 21, 2018
Expanding the Active Inference Landscape: More Intrinsic Motivations in the Perception-Action Loop

Martin Biehl, Christian Guckelsberger, Christoph Salge et al.

Active inference is an ambitious theory that treats perception, inference and action selection of autonomous agents under the heading of a single principle. It suggests biologically plausible explanations for many cognitive phenomena, including consciousness. In active inference, action selection is driven by an objective function that evaluates possible future actions with respect to current, inferred beliefs about the world. Active inference at its core is independent from extrinsic rewards, resulting in a high level of robustness across e.g.\ different environments or agent morphologies. In the literature, paradigms that share this independence have been summarised under the notion of intrinsic motivations. In general and in contrast to active inference, these models of motivation come without a commitment to particular inference and action selection mechanisms. In this article, we study if the inference and action selection machinery of active inference can also be used by alternatives to the originally included intrinsic motivation. The perception-action loop explicitly relates inference and action selection to the environment and agent memory, and is consequently used as foundation for our analysis. We reconstruct the active inference approach, locate the original formulation within, and show how alternative intrinsic motivations can be used while keeping many of the original features intact. Furthermore, we illustrate the connection to universal reinforcement learning by means of our formalism. Active inference research may profit from comparisons of the dynamics induced by alternative intrinsic motivations. Research on intrinsic motivations may profit from an additional way to implement intrinsically motivated agents that also share the biological plausibility of active inference.

AIJun 4, 2018
New And Surprising Ways to Be Mean. Adversarial NPCs with Coupled Empowerment Minimisation

Christian Guckelsberger, Christoph Salge, Julian Togelius

Creating Non-Player Characters (NPCs) that can react robustly to unforeseen player behaviour or novel game content is difficult and time-consuming. This hinders the design of believable characters, and the inclusion of NPCs in games that rely heavily on procedural content generation. We have previously addressed this challenge by means of empowerment, a model of intrinsic motivation, and demonstrated how a coupled empowerment maximisation (CEM) policy can yield generic, companion-like behaviour. In this paper, we extend the CEM framework with a minimisation policy to give rise to adversarial behaviour. We conduct a qualitative, exploratory study in a dungeon-crawler game, demonstrating that CEM can exploit the affordances of different content facets in adaptive adversarial behaviour without modifications to the policy. Changes to the level design, underlying mechanics and our character's actions do not threaten our NPC's robustness, but yield new and surprising ways to be mean.

AIMar 27, 2018
Accelerating Empowerment Computation with UCT Tree Search

Christoph Salge, Christian Guckelsberger, Rodrigo Canaan et al.

Models of intrinsic motivation present an important means to produce sensible behaviour in the absence of extrinsic rewards. Applications in video games are varied, and range from intrinsically motivated general game-playing agents to non-player characters such as companions and enemies. The information-theoretic quantity of Empowerment is a particularly promising candidate motivation to produce believable, generic and robust behaviour. However, while it can be used in the absence of external reward functions that would need to be crafted and learned, empowerment is computationally expensive. In this paper, we propose a modified UCT tree search method to mitigate empowerment's computational complexity in discrete and deterministic scenarios. We demonstrate how to modify a Monte-Carlo Search Tree with UCT to realise empowerment maximisation, and discuss three additional modifications that facilitate better sampling. We evaluate the approach both quantitatively, by analysing how close our approach gets to the baseline of exhaustive empowerment computation with varying amounts of computational resources, and qualitatively, by analysing the resulting behaviour in a Minecraft-like scenario.

AINov 3, 2014
Modelling serendipity in a computational context

Joseph Corneli, Anna Jordanous, Christian Guckelsberger et al.

The term serendipity describes a creative process that develops, in context, with the active participation of a creative agent, but not entirely within that agent's control. While a system cannot be made to perform serendipitously on demand, we argue that its $\mathit{serendipity\ potential}$ can be increased by means of a suitable system architecture and other design choices. We distil a unified description of serendipitous occurrences from historical theorisations of serendipity and creativity. This takes the form of a framework with six phases: $\mathit{perception}$, $\mathit{attention}$, $\mathit{interest}$, $\mathit{explanation}$, $\mathit{bridge}$, and $\mathit{valuation}$. We then use this framework to organise a survey of literature in cognitive science, philosophy, and computing, which yields practical definitions of the six phases, along with heuristics for implementation. We use the resulting model to evaluate the serendipity potential of four existing systems developed by others, and two systems previously developed by two of the authors. Most existing research that considers serendipity in a computing context deals with serendipity as a service; here we relate theories of serendipity to the development of autonomous systems and computational creativity practice. We argue that serendipity is not teleologically blind, and outline representative directions for future applications of our model. We conclude that it is feasible to equip computational systems with the potential for serendipity, and that this could be beneficial in varied computational creativity/AI applications, particularly those designed to operate responsively in real-world contexts.