=Paper= {{Paper |id=Vol-2283/MediaEval_18_paper_44 |storemode=property |title=GameStory: An Event-based Approach |pdfUrl=https://ceur-ws.org/Vol-2283/MediaEval_18_paper_44.pdf |volume=Vol-2283 |authors=Van-Tu Ninh,Tu-Khiem Le,Minh-Triet Tran |dblpUrl=https://dblp.org/rec/conf/mediaeval/NinhLT18 }} ==GameStory: An Event-based Approach== https://ceur-ws.org/Vol-2283/MediaEval_18_paper_44.pdf
                                    GameStory: An event-based Approach
                                                   Van-Tu Ninh, Tu-Khiem Le, Minh-Triet Tran
                                                          University of Science, VNU-HCM
                                               nvtu@apcs.vn,ltkhiem@apcs.vn,tmtriet@fit.hcmus.edu.vn

ABSTRACT                                                                    of game content and any other attached voices might overwhelm
In this work, the authors propose an event-based approach to gen-           the original game sound.
erate summary of an e-sport match which satisfies certain criteria
nominated by GameStory: The 2018 Video Game Analytics Chal-                 2     APPROACH
lenge. The authors’ solution aims to recite the match while empha-         With the prior purpose of reciting appealing moments of the entire
sizing the highlights of the game to keep the enthusiasm of viewers.       match, the authors come up with an approach which is dividing the
Our remedy analyses only player’s behaviour information logged             game-play into several sequences and ranking them based on its
from each match of the game to select important attributes as stan-        excitement. Each extracted sequence is corresponding to a game-
dard criteria for summary construction. From our perspective, the          play event as recorded in the timelines’ structured data and belongs
highlights of CS:GO game recorded in the summary should include            to one of ten categories: assist, bomb_defuse, bomb_defuse_begin,
killing scenes with headshot or penetrated, bomb planting, and             bomb_plant, kill, purchase, round_end, round_start, suicide, and
bomb defusing attempts.                                                    throw.
                                                                              According to the references on game summarization, we observe
                                                                           that the kill events and match progress are the cornerstone of
1    INTRODUCTION                                                          the game story and of the most appealing moments across the
Video game analytics is a new research area which serves the need          whole matches. Therefore, the authors focus on evaluating those
of watching streaming e-sport games in a short time while capturing        sequences to obtain the final weight in order to craft the demanding
the essential content of these videos. Besides, analyzing video game       synopsis through the sorted rank-list.
also provides basic understanding of the gaming market including:
what kind of games that the majority of viewers are interested in,          2.1    Pre-processing
what event in the game makes the spectators excited, which part of         There are various factors which could affect the entertainment
the streaming video that viewers pay attention to most of the times,       of the game story. The pre-processing focuses on analyzing the
etc. However, video game summarization is a challenging task as            extracted sequences under different criteria independently, and
not only should the summary recite the full story of a long game in        giving a corresponding score for each criterion.
a short time (downscale from hours to minutes) but it should also
make the spectators exciting with highlights emphasis, comments               2.1.1 Headshot. Obviously, this is one of the most important
and sound.                                                                 factors that defines a good kill in almost any shooting games. More-
   In GameStory: The 2018 Video Game Analytics Challenge, we               over, the weapon which executes the kill also contributes to the
are provided 11 CS:GO games which include game logs, game statis-          amazement of the story. For instance, a head-shot caused by pistol
tics, map overview, videos of player perspective, and commentator          or sniper rifle is more appealing than the one caused by assault rifle.
stream [1]. With these data, we propose a simple event-based solu-         Therefore, we apply a score for each weapon in order to classify the
tion to summarize CS:GO game with prominent events pre-defined             kill and its excitement. The formula of the Headshot score would
from our perspective. We analyse the game logs and select the              be: weapon_score headshot .
attributes that we consider as noticeable events in CS:GO game                 2.1.2 Penetrating kills. Sudden death also entertains audiences
which involves killing events with headshot or penetrated scenes,           by its surprise. Penetrating kill is one cause of such deaths, which
bomb planting and defusing actions. The idea of our proposed rem-           is happened when the bullets of a player going through non-solid
edy originates from a simple observation from CS:GO game which              objects and hitting his enemy.
is the more actions the players of both teams perform, the more
thrilling the match is. From this idea, we statisticize, vectorize those      2.1.3 Consecutive kills and Multiple kills. Another factor of an
attributes from game logs to create hand-crafted feature, and then         intriguing match is the continuous kills of a player. The same is true
multiplied them with our pre-defined weights to compute the score.         for the one that has a lot of kills in a single round. Therefore, we
Finally, we sorted the list according to the score and combine re-         also take these two factors into account in generating the summary
markable events from that ranked list to generate game summary.            video.
Although comments for game events could be attached to make                   2.1.4 Round Bonus. It is also important to look at a general
the summary more exciting, we do not utilize commentators’ voice           manner which is how the game events linked with each other to
or text due to the fact that the information shown in each player’s        form an interesting story. From our observation, a round becomes
perspective videos is enough to provide viewers with the process           thrilling when a bomb is set by terrorists and two teams start to
Copyright held by the owner/author(s).
                                                                           struggle to protect/defuse the bomb. Additionally, when it comes
MediaEval’18, 29-31 October 2018, Sophia Antipolis, France                 to the decision round, the round itself is also extremely attractive.
                                                                           These explained why we construct a round bonus for each sequence
MediaEval’18, 29-31 October 2018, Sophia Antipolis, France                                                                     M. Larson et al.

Table 1: Evaluation of HCMUS summary of CS:GO in                          4   CONCLUSION
GameStory: 2018 Video Game Analytics Challenge
                                                                          We present our proposed event-based solution to generate a sum-
                                                                          mary of CS:GO game streaming in GameStory: Video Game Analyt-
                                                    HCMUS_Run1            ics Challenge based on event ranking. Our remedy is a simple and
    The submission gives a summary of the                                 promising approach to apply not only in CS:GO game but also in
                                                          3.00
    match at hand                                                         other game domains if game logs is detailed enough to create hand-
    The submission is entertaining                        3.00            crafted features while creating competitive results of prominent
    The submission provides the flow and peak                             scenes.
                                                          3.67
    of a good story
    The submission provided an innovative                                 REFERENCES
    way to present a summary of an CS:GO                  3.67             [1] Mathias Lux, Michael Riegler, Duc-Tien Dang-Nguyen, Marcus Lar-
    match                                                                      son, Martin Potthast, and Pål Halvorsen. 2018. GameStory Task at
    A summary like this submission can be                                      MediaEval 2018. In Working Notes Proceedings of the MediaEval 2018
                                                          2.67                 Workshop.
    applied to games different from CS:GO


so that we can emphasize the special rounds in the final result, and
we calculate the bonus based on the bomb_plant, bomb_defuse,
bomb_defuse_begin events.

2.2     Game Story Generation
As our approach aims to tell the story by unifying game events, it
is necessary to obtain the top exciting sequences corresponding to
each event. The authors define a weight for each sequence which
is calculated by the linear combination of the examining criteria as
explained in 2.1 with sufficient coefficient to create a rank-list. The
higher score the sequence obtains, the more thrilling it is.
    Based on the provided meta-data, we are able to split the players’
stream videos into smaller parts with duration of 3 seconds in length.
Each part is corresponding to a sequence in the game-logs. With
simple iteration through the rank-list, the authors are able to filter
the top interesting sequences with adequate total length in duration.
After that, we generate game summarization by combining these
sequences in the ascending order of event’s happening time in order
to preserve the flow of the story.

3     RESULTS AND ANALYSIS
Table 1 displays the result of our approach with the evaluation
from three different reviewers. According to tabel 1, we maintain
entertainment of the game story at the average level of 3.00. This
means that decision to focus on the kill and bomb involved events
is appropriate. However, we think that we could modify our step by
joining the small sequences into a summary video such as smooth-
ing the transition among sequences, putting texts as well as player
information, reporting the round status, and adding slow motion
on particular kills. By doing so, the authors hope to obtain better
score on story flow and peak compared to the 3.67 on our Run1
submission.
    With the event-based approach in summarizing game story, the
authors achieve the goal of keeping the process simple while recit-
ing the main events of the matches. The approach is dynamic as
we could choose what story to tell actively just by modifying the
coefficients in the linear combination of the examining criteria. This
enables the capacity of our approach to be applied in other games
and results in the score 2.67 in the cross-domain criteria on our
submission.