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Jean-Peïc Chou

Publications and source records attributed to Jean-Peïc Chou.

4 recordsLinked to original sources

Providing Rapid Design Feedback for 3D Obstacle Course Games Using Constrained Solvability Queries

We present a system that aids the design of 3D obstacle course games by providing designers with rapid feedback on how obstacles can be solved. Our core contribution is a system for querying for solutions (sequences of player actions) to an obstacle that adhere to designer-specified constraints (e.g., avoid a region, travel through a given waypoint, only perform two jumps, etc.). To solve a wide range of obstacle designs quickly, we author a high-performance implementation of the GoExplore algorithm for exploratory search, and guide search with an obstacle solving agent trained offline using reinforcement learning (RL). To further accelerate search, the system carries out exploration using a custom GPU-accelerated obstacle course game simulator that generates playthrough experience at nearly 14,000$\times$ real time, 60-fps gameplay. Through design studies, we demonstrate that the use of constrained solvability queries in a rapid design loop is sufficiently expressive to help designers understand ways an obstacle can be solved or why it cannot be solved. We also show how the tool can let designers answer higher-level questions such as identifying undesirable solution paths and assessing the difficulty of solutions. This allows them to pursue new design directions they did not originally anticipate. Human playtesting of obstacles designed using our system confirms that human players indeed play the obstacles in the manner the designers intended. We release code for our interactive tool, simulator, training setup, and procedural level generation system at https://zandermajercik.github.io/interactive-obstacle-course-feedback/.

cs.GR↗

What makes an action sequence enjoyable to watch?

People often seek out ways to watch others perform complex action sequences (e.g., sports). What makes some sequences more enjoyable to watch than others? We generated 24 video clips of gameplay from a Flappy Bird-style video game. Clips varied in difficulty (how often players succeeded on average) and in moment-to-moment uncertainty (how likely the player was to crash at any given step). Participants (N=864) rated each video on one of three dimensions: how much they enjoyed it, how difficult the level appeared, or how dangerous the player's trajectory appeared. We found that participants preferred videos where the player seemed to be completing more difficult obstacle courses, but dangerousness did not predict enjoyment ratings. These findings show how procedurally generated stimuli can isolate the factors that affect how enjoyable an action sequence is to watch.

cs.HC↗

ScriptViz: A Visualization Tool to Aid Scriptwriting based on a Large Movie Database

Scriptwriters usually rely on their mental visualization to create a vivid story by using their imagination to see, feel, and experience the scenes they are writing. Besides mental visualization, they often refer to existing images or scenes in movies and analyze the visual elements to create a certain mood or atmosphere. In this paper, we develop ScriptViz to provide external visualization based on a large movie database for the screenwriting process. It retrieves reference visuals on the fly based on scripts' text and dialogue from a large movie database. The tool provides two types of control on visual elements that enable writers to 1) see exactly what they want with fixed visual elements and 2) see variances in uncertain elements. User evaluation among 15 scriptwriters shows that ScriptViz is able to present scriptwriters with consistent yet diverse visual possibilities, aligning closely with their scripts and helping their creation.

cs.HC↗

TaleStream: Supporting Story Ideation with Trope Knowledge

Story ideation is a critical part of the story-writing process. It is challenging to support computationally due to its exploratory and subjective nature. Tropes, which are recurring narrative elements across stories, are essential in stories as they shape the structure of narratives and our understanding of them. In this paper, we propose to use tropes as an intermediate representation of stories to approach story ideation. We present TaleStream, a canvas system that uses tropes as building blocks of stories while providing steerable suggestions of story ideas in the form of tropes. Our trope suggestion methods leverage data from the tvtropes.org wiki. We find that 97% of the time, trope suggestions generated by our methods provide better story ideation materials than random tropes. Our system evaluation suggests that TaleStream can support writers' creative flow and greatly facilitates story development. Tropes, as a rich lexicon of narratives with available examples, play a key role in TaleStream and hold promise for story-creation support systems.

cs.HC↗