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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Wonderful Design: Applying Appraisal Theory to Procedural Level Generation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rosa Corstjens</string-name>
          <email>r.a.s.corstjens@hva.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anders Bouwer</string-name>
          <email>a.j.bouwer@hva.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Joris Dormans</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Amsterdam University of Applied Sciences Amsterdam</institution>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Centrum Wiskunde &amp; Informatica Amsterdam</institution>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Riemer van Rozen</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Procedural level generation for games is an active field of research with successful applications. However, how to generate content that embodies design intent is still an open research question. Level designers lack abstractions and tools for authoring generated artifacts for affecting emotion. We propose a novel pattern language for generative level design inspired by Appraisal Theory. Its patterns enable designers to add meaning, depth, and cohesiveness to the resulting content, and modify artifacts to make the content more engaging. We illustrate how these patterns can be implemented in a generative grammar for level generation for an adventure game. Formative evaluation of generated level content demonstrates the feasibility of the approach and suggests points for further improvements. Future work could focus on other elements which seem important for affecting emotions, including pacing, perception, and expectation.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Procedural level generation is a kind of Procedural Content
Generation (PCG) that helps level designers author game
levels
        <xref ref-type="bibr" rid="ref24">(Shaker et al. 2016)</xref>
        . In this study, we focus on
approaches to PCG that employ generative grammars. Instead
of creating the levels by hand, designers author grammar
rules that transform level artifacts step-by-step, generating a
wide variety of playable environments, missions, quests and
stories
        <xref ref-type="bibr" rid="ref10 ref17">(e.g., see Dormans 2010; Karavolos et al. 2015)</xref>
        .
However, not all generated levels focus the attention and
gameplay experiences in the way the designer intended,
since it is difficult to control the generation of the situated
content, e.g., in setting the stage for encounters and flow in
landscapes that fit a story as it emerges. Moreover,
abstractions and tools for designing and improving generated levels
that evoke emotional responses are currently missing. As a
result, generated levels are not guaranteed to represent the
design intent, and regularly also contain noisy, distracting
peculiarities that can break immersion. Design intent is
understood to be the effect of the game as intended by the
designer on the player’s experience and affective state. We
wish to learn how level designers can set the stage for
grammar-based procedurally generated game levels, much like a
director would for theatrical plays.
      </p>
      <p>
        This paper assesses the feasibility of formulating a design
pattern language for affecting emotions in level design
and the implementation of those patterns in generative
grammars for procedural level generation in order to help
achieve this type of direction. Our approach is based on
Appraisal Theory
        <xref ref-type="bibr" rid="ref13 ref26">(Smith &amp; Lazarus 1990; Ellsworth &amp;
Scherer 2003)</xref>
        , which explains how emotions arise from
appraisals made by people regarding their environment. The
main research question we address is the following: How
can Appraisal Theory be used to create design patterns for
affecting emotions, and how can these be implemented
using generative grammars for procedural level generation?
      </p>
      <p>The assumption is that patterns for affecting emotions are
able to make the content more engaging and contribute to a
more coherent player experience. The research is carried out
in the context of a commercial adventure game currently in
development, which relies on advanced content generation.
The approach presented here is meant to be general enough
to be applied to level generation for other adventure games,
in particular methods that incorporate generative grammars.
Ultimately, the goal is to enable the discipline of level
director who orchestrates the level generation process and affects
related dramatic aspects for improving the overall perceived
quality and player experience.</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>Generating content that embodies game design intent is a
key open research challenge. Here we relate our work to
conceptual frameworks, techniques for PCG, design pattern
languages, and emotional modeling.</p>
      <p>
        Proceduralist readings is a framework that connects game
elements, mechanisms and dynamics, and explicitly
formulates rhetorial arguments in a thematic and cultural setting
from which meaning is derived
        <xref ref-type="bibr" rid="ref30">(Treanor et al. 2011)</xref>
        . We
model gameplay assumptions explicitly too, but instead
focus on emotional effects as guided likely outcomes of an
appraisal of interacting with generated content.
      </p>
      <sec id="sec-2-1">
        <title>Procedural Level Generation</title>
        <p>
          Procedural content generation can be employed for various
reasons, including generating variations for increased
replayability, saving time for the designer by automating the
design process, gaining a better understanding of the
creative processes in design, etc.
          <xref ref-type="bibr" rid="ref28">(Togelius et al. 2013)</xref>
          .
        </p>
        <p>
          Although we understand that each of these goals may be
important in specific game development or research
contexts, we believe that for successful game development, the
quality and coherence of the generated results is critical.
PCG allows game developers to create an experience where
players cannot rely on previous experience with the same
content, creating an experience that is different from games
where all levels are pre-designed. But this works best when
certain standards are met in the generated levels
          <xref ref-type="bibr" rid="ref23">(Rozen &amp;
Heijn 2018)</xref>
          . As is the case with mixed-initiative approaches
to PCG
          <xref ref-type="bibr" rid="ref17 ref27">(Smith et al. 2011; Karavolos et al. 2015)</xref>
          , we are
interested in how PCG can change and improve the process
of game development when concrete design knowledge, in
this case the application of Appraisal Theory, is codified in
the generative process.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Modelling Emotions</title>
        <p>
          Theories on emotional process include categorical
          <xref ref-type="bibr" rid="ref12">(Ekman
1992)</xref>
          , dimensional
          <xref ref-type="bibr" rid="ref21">(Plutchik 2001)</xref>
          , and appraisal theories
          <xref ref-type="bibr" rid="ref13">(Ellsworth &amp; Scherer 2003)</xref>
          . Appraisal Theory seems
wellsuited to our goals due to its ability to explain underlying
causes of emotions while other theories mainly focus on
categorization of emotions. Also, sources on emotions in
games mention Appraisal Theory as basis to understand how
to affect emotions
          <xref ref-type="bibr" rid="ref31">(Yannakakis &amp; Paiva 2014)</xref>
          .
        </p>
        <p>
          Appraisal Theory states that “…people’s emotions arise
from their perceptions of their circumstances – immediate,
imagined, or remembered”
          <xref ref-type="bibr" rid="ref13">(Ellsworth &amp; Scherer, 2003, p.
572)</xref>
          . A certain event, in relation to the one involved, is
evaluated or appraised leading to an emotion
          <xref ref-type="bibr" rid="ref26">(Smith &amp; Lazarus,
1990)</xref>
          . The different possible appraisals one can make have
been classified in the appraisal dimensions
          <xref ref-type="bibr" rid="ref13">(Ellsworth &amp;
Scherer 2003)</xref>
          . Each of these dimensions is appraised
separately, resulting in a specific value for the dimension, i.e., an
appraisal. An example of such a dimension is Novelty, which
can be appraised as high or low or everything in between. A
specific set of values for each dimension then leads to a
specific emotion.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Design patterns</title>
        <p>
          Design patterns were first introduced by architect
          <xref ref-type="bibr" rid="ref2">Alexander
et al. (1977)</xref>
          as a formal description of a problem-solution
pair. Since then, many design pattern languages arose,
addressing different problems.
          <xref ref-type="bibr" rid="ref5">Björk and Holopainen (2004)</xref>
          define a catalogue of abstract gameplay interaction patterns
that describe how components are used by a player to affect
the gameplay outcome.
          <xref ref-type="bibr" rid="ref32">Zagal et al. (2007)</xref>
          take an
ontological approach that describes and relates hierarchies of
concepts and intents to weak and strong examples. These
descriptive approaches are suitable for analyzing, critiquing
and understanding games, but they do not prescribe how to
modify and engineer a game prototype.
        </p>
        <p>
          <xref ref-type="bibr" rid="ref1">Adams and Dormans (2012)</xref>
          describe conceptual
gameeconomic mechanics patterns that define how resources
flow through a system, and patterns to engineer gameplay,
e.g., choice, trade-off, friction, mitigation.
          <xref ref-type="bibr" rid="ref22">Van Rozen
(2015</xref>
          ) describes a mechanics design assistant that leverages
these patterns for live programming of game economies by
generating them into running games.
        </p>
        <p>Our pattern language represents a new category that
introduces applied Appraisal Theory to create high-level
emotional patterns and low-level appraisal patterns that
steer the content generation towards structures we relate to
desired emotional effects.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Design Patterns for Emotional Effect</title>
      <p>
        Following the approach of design patterns, combining
elements from different design pattern templates and
approaches
        <xref ref-type="bibr" rid="ref15 ref19 ref3 ref4 ref6">(Bacher 2008; Björk &amp; Holopainen 2003;
Gamma et al. 1995; Hullet &amp; Whitehead 2010; Lemay 2007;
Will 2013)</xref>
        , we propose a template format for design
patterns specifically for emotions and appraisals, consisting of
the fields listed in table 1 and table 2, respectively. Next, we
present examples of both kind of patterns.
      </p>
      <sec id="sec-3-1">
        <title>Appraisal Patterns: Centering</title>
        <p>Appraisal patterns support the emotion patterns by
describing how to use composition, structure and meaningful
objects in abstract solutions to realize the relevant
appraisals. Patterns currently formulated within the language are
Centering, Pointing Out, Appearance of Objects, Frame by
Surrounding, Content Density, Symmetry, Just Not
Symmetric, Rewards, Rare Sightseeing and Conflict. The Centering
pattern is presented in Table 3 as an example.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Patterns for Emotions: Fear and Wonder</title>
        <p>Based on Appraisal Theory, specific emotions arise from a
specific set of appraisals. Therefore, by combining multiple
patterns for appraisal, a pattern for emotion can be applied.
For example, in Table 4, the design pattern for the emotion
Wonder is presented. The solution part of this pattern,
depicted in Figure 1, shows the required appraisals (Novelty,
Pleasantness and the negation !Urgency), together with
potential ways to realize these appraisals in a particular
form. The appraisal Novelty can be realized, for example, by
Centering or Pointing Out the novel object, or by Frame by
Surrounding.</p>
        <p>Name. Centering
Problem. How to make an element of interest stand out in a level.
Forces. The element that should capture the attention has a particular
importance or amount of focus, such that it stands out while all other
objects are not completely overlooked. The more diegetic the way of
drawing attention is, the better it fits the experience. The size of the
element is important, since it can be hard to make small elements stand
out. The surroundings influence the ease at which something can be
made stand out and its resulting effect. Patterns triggering novelty
inhibit emotion patterns that require the absence novelty.</p>
        <p>Context. A particular object, group of objects or other applied pattern
should capture the attention. A separated area pattern has been applied
to the level, and the resulting area is large enough to consist of the object
to capture attention and center things inside. Importance: the amount of
focus this pattern can provide is medium to high, depending on the size
and the surroundings. Diegetic: the implementation is diegetic but can
be influenced by the surroundings. In some situations, it is not natural
to center a specific element. Size: the size of the element of interest is
at least medium and can be greater in relation to the other objects in the
surroundings. Surroundings: the surroundings of the application of this
pattern allow for centering by consisting of an area that stands out in
such a way that it can be recognized as a separated area. All other forces
are influenced by the surroundings.</p>
        <p>Participants. Object of focus: the object, or group of objects, that
captures the attention. Area: the available space, defined the applied
separated area pattern, to place the object.</p>
        <p>Affected appraisals. Novelty: medium – high
Solution. Place the object, or group of objects, to stand out in the center
of the area created by the applied separated area pattern.</p>
        <p>Relations. Requires a separated area pattern to create an area to focus
in. Reinforces other novel objects patterns and rare sightseeing since
applying those together results in a higher novelty. Extends symmetry,
just not symmetric and rewarding resources since it adds novelty to the
effect of those patterns.</p>
        <p>Example. In the game currently under development, scrying points are
a way of exploring the surrounding locations quickly. Such a point is
indicated by a pillar-like object placed somewhere in the level. To make
this object capture more attention and stand out, it can be centered
within a frame. A variety of options can be used to create the frame: the
area itself can be formed in a symmetric, basic shape, or a circle can be
created with flowers.</p>
        <p>
          Variations. Place the object on the edge of the area. Note that this is
only possible if you can center on the form of the given area.
Inspirations. Metropolis – Ralph Koltai: The elevator – which rises
into the city above in act I – is centered in the middle of the ground
          <xref ref-type="bibr" rid="ref7">(Davis 2001, p. 36)</xref>
          . The Ring Thing – Don’t Starve: The Ring Thing is
one of the ‘things’ the player needs to find to progress onto next worlds
in Don’t Starve. Each of these things are centered in a clearly
identifiable, primitive form. The Ring Thing is centered in a circle with plants.
This circle functions as frame and the Ring Thing could not be centered
without it
          <xref ref-type="bibr" rid="ref18">(Klei Entertainment 2013)</xref>
          .
        </p>
        <p>Name. Wonder
Problem. How to evoke wonder in a given part of a level.</p>
        <p>Core relational theme. Interest in the unusual or extraordinary.
Forces. Emotions can vary in intensity. A higher intensity will not only
cause the emotion itself to be stronger but will also increase the number
of different players actually experiencing the desired emotion.
Some emotions lose their impact when they are experienced more often.
They are also experienced more fully when they are alternated with
other emotions. One cannot experience joy forever for it would become
the norm. Therefore, the amount of usages of patterns of emotions is
correlated with the impact of it.</p>
        <p>Context. The whole level or a particular part should give the player the
sensation of wonder. Intensity: the intensity heavily depends on the
selected low-level patterns and the application of those low-levels. To
increase intensity further, low-level patterns affecting the same
appraisal can be combined. Amount of usages: since wonder captures a
feeling of surprise, an unusual feeling, the amount of usages should be
limited and alternated with other emotions.</p>
        <p>Participants. The selected appraisal patterns and their participants.
Required appraisals. Novelty: medium – high.</p>
        <p>Pleasantness: medium – high.</p>
        <p>Urgency: none – low.</p>
        <p>Solution. See Figure 1.</p>
        <p>Example. A moment of wonder can be created in the game under
development by triggering all the listed appraisals. The player walks
through the mountains when suddenly the pebble path changes in an old
road with tile patterns, triggering novelty by appearance of objects. The
surroundings are flattened and surrounded by pillars, which increases
novelty with the use of the frame by surrounding pattern. Large statues
of faces are artifacts of an ancient civilization and, although they spawn
a number of times in a world, they are quite rare. One is placed in the
center of the frame, which further increases novelty with the centering
pattern, and adds pleasantness using the rare sightseeing pattern.
The appraisal Pleasantness can be realized using Symmetry,
or by presenting a Rare Sightseeing, or by Rewarding
Resources. To give an example of another emotion that has
been formulated in our pattern language, Fear requires a
different set of appraisals, including relatively high Novelty,
Urgency, Outcome probability, Conduciveness, but no or
low Pleasantness, Adjustment and Power, and Agency
associated with other actors than the player.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Level Generation</title>
      <p>
        As a proof-of-concept, a design pattern for emotional effect
and its associated appraisal patterns have been implemented
to generate appealing content in the form of levels for the
game currently in development (The Sequel to Unexplored),
using generative grammars in Ludoscope
        <xref ref-type="bibr" rid="ref11">(Dormans 2011)</xref>
        ,
which provides output to the Unity game engine. Although
the emotion and appraisal design patterns are generic, the
rewrite rules that place the patterns in the tile map are
application dependent since specific structures and shapes are
placed with specific tiles. The level generation process is
depicted in Figure 2, in four steps, from top to bottom:
A. The patterns are placed in the graph, indicated by
purple nodes, as is the participant, indicated by a
yellow node. The blue edges indicate the order in
which the patterns and participants must be resolved.
B. The patterns (and other features) are positioned and
structured within the tile map, based on a recipe (an
ordered set of rules) created from the graph.
      </p>
      <p>C. After some intermediate steps, all non-terminal
symbols are resolved to terminal symbols.</p>
      <p>D. Unity interprets the level and places all objects
accordingly, resulting in a graphical scene to be
presented in the game.</p>
      <p>Since the application of the Wonder pattern is a matter of
combining low-level patterns that affect those appraisals,
with only a few different low-level pattern implementations
variations can easily be realized. For example, in Figure 2D,
Wonder was realized by Frame by Surrounding (circle of
objects) with Rewarding Resources (experience points) and
Centering (scrying point in the middle of the frame), but the
Centering and the Frame by Surrounding patterns could
have been instantiated using other game objects, and instead
of Rewarding Resources, other realizations of the
Pleasantness appraisal could have been selected.</p>
      <p>Some patterns are placed with one rule, such as the
Centering pattern which only marks the center tile. Other
patterns are placed with a sequence of rules that build up the
pattern in a stepwise manner, such as the Frame by
Surrounding pattern. After a pattern is placed, interesting
locations remain marked so participants can be placed later on.</p>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <sec id="sec-5-1">
        <title>Generality and Scalability</title>
        <p>Our approach is generic, but allows for domain- (i.e., game)
specific extensions. The design patterns for emotions and
appraisals can also be applied in procedural content
generation for other games, or even other multimedia applications.</p>
        <p>To cater for specific uses, users need to adapt the rules
that specify how appraisals can be realized using elements
of that particular game or application. When the elements
are similar between games, the rules will be similar too. If
other emotional effects are desired, new patterns can be
added for those, without the need to change others. The
appraisals for many emotions partly overlap, which means
that the work done for these appraisals can be reused.</p>
        <p>A content generation system that is able to achieve many
different emotional effects, will need many rules, which
increases its complexity and introduces new development
and maintenance challenges. However, the specification of
design intent in the design patterns makes the approach more
modular and scalable than is often the case in procedural
content generation systems; many rules will be variant
implementations of basic appraisals, which in turn can be
easily assembled into higher-level patterns. The modularity
of the approach keeps the complexity under control, even
when working with a large number of implemented patterns.</p>
        <p>In addition, the design patterns facilitate a separation of
concerns for the different responsibilities of a sophisticated
content generator. The proposed patterns direct the
implementation of high level design goals for individual levels or
level sections. The responsibility for what those design
goals might be can be placed elsewhere, either with a
different expert algorithm, a human designer, or something as
simple as randomly selected design goals.</p>
      </sec>
      <sec id="sec-5-2">
        <title>Direction as Underspecified Situated Context</title>
        <p>In our approach we use design patterns as a means to capture
and express design intent explicitly. However, rather than
specifying what needs to be generated, we view design
intent as setting goals and necessary constraints, leaving
ample room for unexpected variation in content and form.</p>
        <p>We consider our approach analogous to the guidance
given by a director in improvisational theater sports. In such
a context, directions are typically not expressing what needs
to be said or done directly, but rather the effect to be
reached, or constraints to be taken into account. This leaves
the result underspecified, which often leads to surprising
outcomes. We view procedural content generation in a
similar vein, not specifying directly what needs to be
generated, but rather the effect to be achieved, and multiple
methods for achieving it, so that the results may still surprise
the designer too.</p>
      </sec>
      <sec id="sec-5-3">
        <title>Preliminary Evaluation</title>
        <p>To assess whether the approach is feasible, the generated
levels were evaluated in a meeting with three professionals
from the game industry. The experts confirmed the value of
the insights gained in this study, and that the implementation
approach of patterns in generative grammars is valuable.
Nevertheless, the implementation should be more
prominent. Several promising improvements were suggested, e.g.,
applying multiple appraisal patterns per required appraisal
or creating anticipations and expectations.</p>
        <p>Additionally, the experts suggested that the current pattern
language should be supplemented by taking into account
elements that contribute to creating overarching
experiences. Interesting elements to explore are the surroundings
and the context of a pattern, the expectations and the
anticipations of the player, pacing between emotion patterns and
the perception of the game world. More thorough validation,
and evaluation through playtesting is part of future work.</p>
      </sec>
      <sec id="sec-5-4">
        <title>Limitations</title>
        <p>Applying and extending and implementing the pattern
language is work in progress. We identify the following
bottlenecks and actionable steps:
• Recognizing shapes with variable sizes and consistency.
• Obtaining information about objects in the surroundings,
such as the average color or size.
• Influencing the surroundings of a pattern.
• Providing sufficient variations and possible combinations
of patterns to prevent recognizable repetition.</p>
      </sec>
      <sec id="sec-5-5">
        <title>Future Work</title>
        <p>Further work on the pattern language includes the addition
of more emotion and appraisal patterns, and improving the
implementation of patterns in generative grammars by
addressing the limitations mentioned above. When the main
implications have been identified and addressed, validation
of the pattern language with more game design experts from
research and industry is desired, as well as playtests with
users to analyze the actual emotion effects, to further
improve the language and the implementation of patterns.</p>
        <p>Future research could focus on other elements that seem
important for affecting emotions within the overarching
experience of playing a game, such as pacing, perception,
anticipation and expectation.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>This study explored the feasibility of formulating design
patterns for emotion in level design and the implementation
of the resulting patterns in generative grammars for level
generation. Using Appraisal Theory as a theoretical
foundation, design patterns were presented for emotions such as
fear and wonder, and their required appraisals, which
describe how to use composition, structure and meaningful
objects in abstract solutions.</p>
      <p>According to Appraisal Theory, appraisals are made
regarding the relationship between the event and the person
involved and, together, they support the occurrence of an
emotion. This theory depicts the structure of the presented
pattern language in which appraisal patterns (triggering
appraisals) are combined to apply emotion patterns (affecting
emotions). An approach was proposed to implement such
design patterns, expressing how rewrite rules can be created
by increasingly adding features to and removing abstraction
from the level, resulting in an applied pattern.</p>
      <p>To prove the feasibility of implementing such patterns, a
procedural level generator was implemented for a game
currently in development, using an approach based on
generative grammars. Preliminary evaluation with three
experienced game designers has indicated that it is possible
to create moments in which a given emotion is suggested.
From a technical point of view, the use of the design patterns
structures the content generator in such way that different
concerns are handled by different components. This results
in an architecture that is modular and scales well enough to
accommodate the amount of content that is required for a
commercial game.</p>
      <p>The main contributions of this paper are (1) a new
framework for capturing design intent as direction in
grammarbased procedural level generation (2) the proposed pattern
language for design patterns for emotions and the required
appraisals, and (3) the implementation of a level generator
that allows the game designer to play the role of a level
director wishing to achieve emotional effects. These
contributions are considered valuable for the research field of
procedural generation of content for games and other
interactive media. This is especially true when an approach is
taken that involves design intentions, or when emotional
effects are desired. The theoretical foundation of Appraisal
Theory allows for logical design choices that allow
extending the pattern language with other emotions.</p>
      <p>Recommendations for future work include expanding the
current set of patterns, addressing the limitations that were
identified for the pattern implementation, validating the
pattern language within a wider community of practitioners
and researchers, and exploring the aspects in games that
influence overarching experiences of emotional dynamics.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgments</title>
      <p>This research has been carried out in the context of the ‘Live Game
Design’ project, which is subsidized by the Dutch funding body for
applied research NWO-SIA. In addition, we thank indie-game
studio Ludomotion for supporting this research.
Gameplay
terns.org</p>
    </sec>
  </body>
  <back>
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