The Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2007) Workshop on Optimizing Player Satisfaction

By Yannakakis, Georgios N.; Hallam, John | AI Magazine, Winter 2007 | Go to article overview

The Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2007) Workshop on Optimizing Player Satisfaction


Yannakakis, Georgios N., Hallam, John, AI Magazine


The annual workshop on Optimizing Player Satisfaction (OPS) was held on July 6-8, 2007, in conjunction with the Artificial Intelligence and Interactive Digital Entertainment (AIIDE'07) conference sponsored by AAAI. This was the second workshop in a series started in conjunction with the Simulation of Adaptive Behavior (SAB) conference in 2006. As in the first workshop, our objective for holding this event was to whet the game AI community's interest in the study, development, and evaluation of methodologies for modeling and augmenting player satisfaction. The primary goal of the OPS workshop series is to encourage a dialogue among researchers in AI, human-computer interaction, affective computing, and psychology disciplines who investigate dissimilar methodologies for improving game-playing experiences. An additional aim of these events is to yield a better understanding of state-of-the-art approaches for optimizing player satisfaction in interactive entertainment systems.

The workshop included three technical sessions, namely, applications, game balance, and interactive storyline, which together comprised oral presentations of seven papers running in parallel to the conference. Each oral presentation was assigned 30 minutes; 10 minutes were left for questions, feedback, and discussion. All accepted papers were included in the workshop proceedings, which have been published as an AAAI Press technical report (WS-07-01). Dissimilar AI approaches, varying from dynamic scripting to player modeling and drama management, for modeling and augmenting player satisfaction were presented. Game genres under investigation included prey/predator, real-time strategy, and interactive fiction. In addition to the oral presentation sessions, OPS hosted an invited talk by Chris Bateman, managing director of International Hobo and coauthor of the 21st Century Game Design textbook. Bateman explored the variety of playing styles and player needs and presented audience models as an approach for guiding game design.

Future of OPS

The OPS workshop was lauded by AIIDE participants as an exceptionally valuable part of the conference. As a result, all sessions attracted significant interest and participation. After the success of this event, the OPS organizing committee plans to merge this event as a regular special session to the AIIDE conference including recognized keynotes, technical discussion, and, possibly, demo sessions. The primary goal of next year's event is to better establish this innovative field of game AI by attracting submissions of higher quality that meet AIIDE standards.

Further Information

This event was organized and run by Georgios Yannakakis and John Hallam (Maersk Institute, University of Southern Denmark). …

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