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Software Instrumentation of Computer and Video Games

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Software Instrumentation of Computer and Video Games T. Bullen and M. Katchabaw Department of Computer Science The University of Western Ontario N. Dyer-Witheford – PowerPoint PPT presentation

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Title: Software Instrumentation of Computer and Video Games


1
Software Instrumentationof Computer and Video
Games
  • T. Bullen and M. KatchabawDepartment of Computer
    ScienceThe University of Western Ontario
  • N. Dyer-WithefordFaculty of Information and
    Media StudiesThe University of Western Ontario

2
Introduction
  • During the runtime of an application, it is often
    beneficial to have management capabilities
  • For monitoring purposes
  • For control purposes
  • Having these capabilities enables us to sense the
    users experience, as well as tune application
    behaviour in order to improve this experience

3
Introduction
  • Computer and video game software is no different
    from traditional applications with respect to the
    need for manageability
  • Except, of course, that very few have carried out
    research and development in this area to date
  • This is unfortunate considering both the
    interesting problems that can be addressed using
    management techniques and the need for solutions
    to these unique problems

4
Introduction
  • To demonstrate the usefulness of software
    instrumentation to computer and video games, we
    present a case study in automating content
    analyses of games
  • This includes a proof of concept system we
    developed using the Unreal Engine, and a
    discussion of our experiences in using this
    system to date
  • First, however, we will examine our approach to
    software instrumentation

5
Approach to Instrumentation
6
Automating Content Analysis
  • Content analyses of video games involve coding,
    enumerating, and statistically analyzing various
    elements and characteristics of games
  • This includes violence, offensive language,
    sexual content, gender and racial inclusiveness,
    and so on
  • While content analysis has its limitations, it is
    invaluable in providing a quantitative
    assessment of games to go with more qualitative
    analyses
  • It can be an important tool to many people
    dealing with various aspects of games and the
    games industry

7
Automating Content Analysis
  • Problems arise, however, when one tries to apply
    traditional content analysis processes, for
    example from film or television, to games
  • Processes are manual and are consequently time
    consuming and labour-intensive
  • This tends to result in significantly reduced
    play times or limiting analyses to only a very
    few games
  • Traditional analyses also tend not to consider
    interactivity and non-linearity that occurs in
    games
  • The rapid rate at which games are released and
    the industry evolves makes keeping up difficult

8
Automating Content Analysis
  • In the end, with the limited time and resources
    often available, it is exceedingly difficult to
    perform thorough content analyses on even
    areasonable portion of games
  • To address these problems, this case study
    examines automating the process of content
    analysis for computer and video games
  • Through automation, it is hoped that time and
    resources can be used more efficiently
    andeffectively to permit more thorough studies

9
Automating Content Analysis
  • To automate content analysis, we take advantage
    of the fact that, unlike other forms of media,
    games are software executing onsome kind of
    computing device
  • This can permit two forms of automation
  • Partial automation software executing along
    side the game monitors game execution and
    collects and reports the data normally collected
    manually
  • Full automation further software elements take
    the role of the player and generate gameplay
    experiences without the need for a human player

10
Proof of Concept
  • As a proof of concept, we have used our
    instrumentation framework to instrument Epics
    Unreal Engine to enable automated content
    analyses of Unreal-based games
  • Unreal is a popular engine amongst professional
    and amateur developers, providing numerous
    possible games for content analysis experiments
  • Instrumentation was implemented using the
    UnrealScript language
  • Source level access to the engine was not
    available

11
Proof of Concept
12
Proof of Concept
  • Sensors have been developed to collect a wide
    variety of data useful for content analyses
  • Death of characters, weapon use by characters,
    vehicular offences, use of offensive language,
    gender and racial diversity in characters, and a
    variety of other game statistics
  • Data can be reported throughout a game or only as
    summaries at the end of games
  • Sensors can be configured at run-time to tailor
    the data collected to the needs of the content
    analyses being conducted

13
Proof of Concept
  • Actuators are currently under development for a
    variety of purposes
  • They are primarily intended at this point at
    overcoming issues introduced by non-linearityand
    interaction in the game
  • For example, this can force the completion of
    gameplay elements and objectives to control the
    flow of action in the game
  • This can enable more thorough and efficient
    content analyses than what was previously possible

14
Proof of Concept
Screen shot of content analysis mutator
configuration screen
15
Experiences and Discussion
  • To validate our proof of concept system, we
    conducted several content analysis experiments on
    Unreal Tournament 2004
  • This series of games is one of the most
    populardriven by the Unreal Engine
  • It is a fairly robust and flexible First Person
    Shooter that has numerous gameplay options
  • Several different game types and rule sets
  • Individual and team-based games
  • Single player, multiplayer, and spectator modes

16
Experiences and DiscussionDeathmatch Game
  • ------------Level Info------------
  • Level Name Rrajigar
  • Game Type DeathMatch
  • Total Players 14
  • AI Players 13
  • Human Players 1
  • Spectators 0
  • Male Players 13
  • Female Players 1
  • Level Loaded 02645
  • Game Finished 03029
  • Gameplay Elapsed (Seconds) 240.88
  • AI Dialog 28
  • Human Dialog 27
  • ----------------------------------
  • ----------All Player Stats--------
  • Total Deaths 47
  • Total Suicides 1
  • Total Kills 46
  • Total Male Deaths 35
  • Total Deaths Caused By Females 6
  • Total Deaths Caused By Males 41
  • ----------------------------------
  • --------Local Player Stats--------
  • Player Deaths 1
  • Player Suicides 0
  • Player Killed 1
  • Deaths Caused By Player 25
  • Player Killed By AI 1
  • Player Killed By Human 0
  • Player Killed By Male 1
  • Player Killed By Female 0
  • AI Deaths Caused By Player 25
  • Human Deaths Caused By Player 0
  • Female Deaths Caused By Player 7
  • Male Deaths Caused By Player 18
  • Deaths Witnessed By Player 29
  • ----------------------------------

17
Experiences and DiscussionOnslaught Game
  • ------------Level Info------------
  • Level Name Arctic Stronghold
  • Game Type Onslaught
  • Total Players 12
  • AI Players 11
  • Human Players 1
  • Spectators 0
  • Male Players 9
  • Female Players 3
  • Level Loaded 231643
  • Game Finished 233203
  • Gameplay Elapsed (Seconds) 964.18
  • AI Dialog 216
  • Human Dialog 31
  • ----------------------------------
  • ----------All Player Stats--------
  • Total Deaths 142
  • Total Suicides 5
  • Total Kills 137
  • Total Male Deaths 116
  • Total Deaths Caused By Females 8
  • Total Deaths Caused By Males 134
  • ----------------------------------
  • --------Local Player Stats--------
  • Player Deaths 4
  • Player Killed 4
  • Deaths Caused By Player 23
  • Player Killed By AI 4
  • Player Killed By Human 0
  • Player Killed By Male 4
  • Player Killed By Female 0
  • AI Deaths Caused By Player 23
  • Human Deaths Caused By Player 0
  • Female Deaths Caused By Player 9
  • Male Deaths Caused By Player 14
  • Deaths Witnessed By Player 43
  • ----------------------------------
  • ------------Team Info-------------

18
Experiences and Discussion
  • Quality of data
  • Data collected through automation matched manual
    results, and in some cases was better
  • Quantity of data
  • We found that we could collect massive amounts of
    data with no visible impact on gameplay, even
    when data was reported in real-time throughout a
    game
  • Partial versus fully automated analyses
  • We found that results could be very different
  • Which is ultimately better?

19
Concluding Remarks
  • Management of computer and video games is a
    potentially rich, yet unexploited area for
    research and development
  • Our own work in automating content analyses
    through software instrumentation represents an
    interesting step in this direction
  • Initial experimentation with a proof of concept
    system demonstrates its usefulness and shows
    great promise for the future

20
Concluding Remarks
  • Directions for future work include the following
  • Continuing research, development, and
    experimentation in automating content analysis of
    game software
  • Exploring how this software instrumentation can
    be adapted and extended for use in other computer
    and video games for other purposes
  • Investigating how other tools and techniques of
    application management can be made use of in
    computer and video game software
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