Abstract:With growing interest in Procedural Content Generation (PCG) it becomes increasingly important to develop methods and tools for evaluating and comparing alternative systems. There is a particular lack regarding the evaluation of generative pipelines, where a set of generative systems work in series to make iterative changes to an artifact. We introduce a novel method called Generative Shift for evaluating the impact of individual stages in a PCG pipeline by quantifying the impact that a generative process has when it is applied to a pre-existing artifact. We explore this technique by applying it to a very rich dataset of Minecraft game maps produced by a set of alternative settlement generators developed as part of the Generative Design in Minecraft Competition (GDMC), all of which are designed to produce appropriate settlements for a pre-existing map. While this is an early exploration of this technique we find it to be a promising lens to apply to PCG evaluation, and we are optimistic about the potential of Generative Shift to be a domain-agnostic method for evaluating generative pipelines.
Abstract:Remembering our day-to-day social interactions is challenging even if you aren't a blue memory challenged fish. The ability to automatically detect and remember these types of interactions is not only beneficial for individuals interested in their behavior in crowded situations, but also of interest to those who analyze crowd behavior. Currently, detecting social interactions is often performed using a variety of methods including ethnographic studies, computer vision techniques and manual annotation-based data analysis. However, mobile phones offer easier means for data collection that is easy to analyze and can preserve the user's privacy. In this work, we present a system for detecting stationary social interactions inside crowds, leveraging multi-modal mobile sensing data such as Bluetooth Smart (BLE), accelerometer and gyroscope. To inform the development of such system, we conducted a study with 24 participants, where we asked them to socialize with each other for 45 minutes. We built a machine learning system based on gradient-boosted trees that predicts both 1:1 and group interactions with 77.8% precision and 86.5% recall, a 30.2% performance increase compared to a proximity-based approach. By utilizing a community detection based method, we further detected the various group formation that exist within the crowd. Using mobile phone sensors already carried by the majority of people in a crowd makes our approach particularly well suited to real-life analysis of crowd behaviour and influence strategies.