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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>TGIF!: Selecting the most healing TNT by optical flow</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Changeun Yang</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pujana Paliyawan</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ruck Thawonmas</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tomohiro Harada</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>College of Information Science and Engineering Ritsumeikan University Kusatsu</institution>
          ,
          <addr-line>Shiga</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Figure 5: Average of</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Graduate School of Information Science and Engineering</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <fpage>18</fpage>
      <lpage>22</lpage>
      <abstract>
        <p>In this paper, we propose TNT Gained In optical Flows (TGIF), a new algorithm to select the most entertaining TNT explosions in an Angry Birds-like action puzzle game. We assume that spectators like a high amount of object movement distributed equally over both space and time and that such movement entertains spectators. We, hence, first divide a game video into multiple frames and estimate the optical flows of each frame. With these optical flows, we compute a total displacement and two kinds of Shannon entropy: spatial entropy and temporal entropy. Spatial TGIF and Temporal TGIF are computed by multiplying the total displacement and the respective entropy. We then predict the best explosion video using these two methods. Our results show that the proposed Spatial TGIF's correct rate is the highest, i.e., 95% which is much higher than 65% by our previous work.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Video game live-streaming is a hot trend these days. There
are more than millions of spectators watching video game
live-streaming. Live-streaming is increasingly grabbing
attention from researchers, and some of them are studying on
factors leading to entertaining live-streaming or are
investigating effects from live-streaming on human emotions.</p>
      <p>
        For example, one work uses an audience participation
platform in an Angry-Birds-like game where humorous
messages are extracted from a chat window and used for
generating game levels corresponding to the messages (Jiang et
al. 2018). One of the main groups of Twitch users focuses
on entertaining themselves
        <xref ref-type="bibr" rid="ref1">(Smith et al. 2013)</xref>
        , and there is
a correlation between spectators’ emotions and enjoyment
(Downs et al. 2013). We aim at finding a way to generate
an enjoyable game video for improving the spectators’
emotions.
      </p>
      <p>
        Angry Birds is the targeted game in this study. It is an
action puzzle game whose goal is to destroy pigs by
shooting birds to them. As with our previous study
        <xref ref-type="bibr" rid="ref16 ref2">(Yang et al.
2018)</xref>
        , the purpose of this research is to find the best
position to place a TNT in a given Angry Birds level, so that
players or spectators can experience the most entertaining
content. We employ two hypotheses. The first hypothesis is
that spectators’ interestingness towards an TNT explosion
is proportional to a large amount of movement equally
distributed over space. The second one is the same but over
time. Based on these hypotheses, we propose two respective
methods both using optical flows to select TNT explosions
that help promote the spectators’ emotions.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <sec id="sec-2-1">
        <title>Angry Birds</title>
        <p>
          Two annual competitions named Angry Birds AI
Competition
          <xref ref-type="bibr" rid="ref4 ref6">(Angry Birds AI Competition; Stephenson et al. 2018)</xref>
          and AIBIRDS Level Generation Competition
          <xref ref-type="bibr" rid="ref4 ref6">(AIBIRDS
Level Generationi Competition; Stephenson et al. 2018)</xref>
          inspire many studies on Angry Birds. A number of agents
playing Angry Birds were developed using various ways
such as qualitative reasoning
          <xref ref-type="bibr" rid="ref7">(Waga et al. 2016)</xref>
          , Bayesian
regression
          <xref ref-type="bibr" rid="ref8">(Tziortziotis et al. 2016)</xref>
          , and deep
reinforcement learning
          <xref ref-type="bibr" rid="ref9">(Ma et al. 2018)</xref>
          . In case of generating levels,
a search-based approach initiated the
procedural-contentgeneration field for Angry Birds
          <xref ref-type="bibr" rid="ref10">(Ferreira and Toledo 2014)</xref>
          .
          <xref ref-type="bibr" rid="ref11 ref6">Stephenson and Renz (2017)</xref>
          proposed a level generation
algorithm that guarantees the generated levels are solvable.
Jiang et al. focused on health promotion with Angry Birds.
They developed an entertaining level generator using funny
quotes (2017) and also proposed an audience participation
platform for promotion of social well-being (2013), both of
which inspire the present work.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Optical Flow Estimation</title>
        <p>
          Optical flows represent motion patterns between two
consecutive frames. FlowNet, a convolutional neural network
to estimate the optical flows of a video, had promising
results of estimating optical flow
          <xref ref-type="bibr" rid="ref13">(Dosovitskiy et al. 2015)</xref>
          .
After that, FlowNet2.0, the enhanved version of FlowNet,
is proposed (Ilg et al. 2017). With stacked several CNNs
and one more parallel CNN for detecting small
displacements, FlowNet2.0 decreased the estimation error by more
than 50%. FlowNet2.0 shows almost the lowest endpoint
error in comparison to other methods at the time when it was
proposed. As a result, it is used in this work although more
recent methods such as LiteFlowNet
          <xref ref-type="bibr" rid="ref15">(Hui et al. 2018)</xref>
          and
PWC-net
          <xref ref-type="bibr" rid="ref16">(Sun et al. 2018)</xref>
          are worth examining.
Our work is related to event detection. Chu and Chou
detected events and highlights in broadcast game videos based
on a number of features (2015) and built a highlight
forecasting model (2017). Optical flow was used as one of the
features, but the concept of equal distribution of movement
over space or time was not taken into account.
          <xref ref-type="bibr" rid="ref19">Ringer and
Nicolaou (2018)</xref>
          used a deep unsupervised model to
generate highlight clips using audio, webcam and game screen,
but this model can not generate highlight clips only with
game screen. Fan-Chiang et al. (2015) proposed a concept
of Segments of Interest for live game streaming. With proper
feature extracter, it can save bandwidth on live game
streaming efficiently.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Approach</title>
      <sec id="sec-3-1">
        <title>Science Birds</title>
        <p>
          In this research, we used Science Birds, a clone game of
Angry Birds developed for research purposes
          <xref ref-type="bibr" rid="ref10">(Ferreira and
Toledo 2014)</xref>
          . Its source code is available in GitHub (Github
of lucasnfe). Science Birds contains almost every
component of the original Angry Birds. For levels, we used a
sample level generator, made available by AIBIRDS Level
Generation Competition organizers as a baseline. This generator
and its instructions are available in the competition website
(AIBIRDS Level Generation Competition).
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Dataset</title>
        <p>
          We reused the same dataset as the one in our previous work
          <xref ref-type="bibr" rid="ref16 ref2">(Yang et al. 2018)</xref>
          . To make this paper self contained, we
describe here how the dataset was obtained using a
Science Birds implementation with smile interface called
Angry Birds with a red TNT (ABT). ABT is a modification of
Science Birds embedded with an emotion recognition tool.
In this version of game, there is a special TNT that explodes
only when the player smiles. With ABT, we aimed at
improving spectators’ emotions by showing them Angry Birds
videos generated from ABT. For data collection, we first
took videos of 20 levels with five different TNT explosions
in each level. We then conducted a user study with these
100 videos and obtained the average interestingness score
of each video. After that, we trained a random forest (Liaw
and Wiener 2002) regression algorithm to predict which one,
among five videos of a given level, is the most entertaining
video. This algorithm will be the baseline in our experiment.
        </p>
        <p>However, here we additionally applied a noninferiority
test (Walker and Nowacki 2011) to the five videos of each
level to find which explosions are still good, even though
they are not the best. Namely, if a video of interest is
noninferior to the best one, that video will be also considered
as a correct answer. The boundary of this test was set to
0.8, which is a common value for this kind of test, and four
different confidence levels were used: 80%, 85%, 95%, and
97.5%.</p>
      </sec>
      <sec id="sec-3-3">
        <title>TNT Gained In optical Flows</title>
        <p>TNT Gained In optical Flows (TGIF) is an algorithm for
ranking TNT explosions based on their optical flows. First,
frames are extracted from each video at a frame rate of 30
fps. FFmpeg (Homepage of FFmpeg), A free framework for
handling video and audio, is used for extraction. From these
frames, optical flows are estimated using FlowNet2.0.
Spatial TGIF and Temporal TGIF are then computed. Spatial
TGIF considers movement displacements over space in the
video screen; Temporal TGIF, instead, adds all the
movement displacements in each frame and considers the
displacements of the video over time.</p>
        <p>The Spatial TGIF and Temporal TGIF values were
computed for all of the 100 TNT explosions (videos) in the
dataset. For each of the 20 levels, its five explosions were
ranked according to either the Spatial TGIF value or the
Temporal TGIF value, and the ranking results were then
compared with the ranking by the average interestingness
score obtained in the aforementioned user study. Figure 2
show examples of an aftereffect of an explosion and an
optical flow per frame.</p>
        <p>Spatial TGIF Once optical flows are computed, each
explosion consists of several frames, and each frame consists
of two-dimensional vectors, corresponding to respective
pixels in a frame of interest. Equation (1) defines an explosion
(denoted as S) lasting for n frames. In this equation, si
represents the ith frame consisting of two-dimensional vectors
(xij ; yij ), where j is the index to the jth pixel whose
maximum value is m.</p>
        <p>S = fsij1
i
ng = f(xij ; yij )j1
i
n; 1
j
mg
(1)
wj =
The magnitude of each pixel’s vector is first calculated for
each frame. For pixel j, the sum of the magnitudes for all
frames, wj , is then taken. These wj spatially form total
displacement field (Fig. 3). Total displacement T D is defined
as the sum of all wj , from which Shannon entropy Hspatial
is calculated as follows:
n
X q</p>
        <p>m
xij2 + yij2 , T D = X</p>
        <p>wj
i=1
j=1</p>
        <p>(a) Four frames of game screen
(b) The total displacement field
T D indicates the dynamic of aftereffects, i.e., the faster and
the more pixels move, the more total displacement is gained.
On the other hand, H spatial indicates the spatial size of the
aftereffects, i.e., the bigger the collapsing area is, the larger
value the entropy is. Using T D per pixel and normalized
H spatial, Spatial TGIF of S is given as follows:</p>
        <p>T GI F spatial(S) =</p>
        <sec id="sec-3-3-1">
          <title>H spatial</title>
          <p>log2m</p>
          <p>T D
m
Temporal TGIF In Temporal TGIF, the entropy is
calculated in a different way. Here, H temporal indicates the
consistency of movement over time and is calculated as follows:
m
wi0 = X q
j=1
xij2 + yij2 , p0i =
w0</p>
          <p>i</p>
          <p>T D</p>
          <p>H temporal =
T GI F temporal(S) =
n
X p0i log2 p0i
i=1</p>
        </sec>
        <sec id="sec-3-3-2">
          <title>H temporal</title>
          <p>log2n</p>
          <p>T D
n
Temporal TGIF is then calculated in the same fashion as
follows:</p>
        </sec>
      </sec>
      <sec id="sec-3-4">
        <title>Filter</title>
        <p>There exists irrelevant motion such as ABT bar rising or
birds jumping before they are placed in the slingshot. Since
these movements are not relevant to the total displacement,
they must be removed from consideration. This is done by
cropping all the in-screen user-interfaces and assigning zero
vectors to all the pixels in the portion where birds reside.</p>
        <p>In addition, even though FlowNet2.0 is good at
suppressing noises, we found that noises still exist in flow field as
shown in Fig. 3. And this issue might affect video
evaluation. To avoid this, we applied a filter that sets the
magnitude of any pixel that has the value below a given threshold
to zero. We examined two types of filter: small-size filter
whose threshold is the average of the magnitudes of all
pixels in all frames of the 100 videos and mid-size filter whose
threshold is the minimum value of the maximum magnitudes
in each frame of the 100 videos. The former and the latter are
denoted as sml and mid, respectively; the one where no filter
is applied is denoted as non.</p>
      </sec>
      <sec id="sec-3-5">
        <title>Discounted Cumulative Gain</title>
        <p>DCG (Discounted Cumulative Gain) is originally used to
measure effectiveness of web search engine algorithms. It
uses a graded relevance scale of individuals to measures
the usefulness of individuals. In order to use DCG, There
should be two assumptions:
Assumption 1 Highly relevant documents are more useful
when appearing earlier in a search engine result list.
Assumption 2 Highly relevant documents are more useful
than marginally relevant documents, which are in turn more
useful than non-relevant documents.</p>
        <p>Relevance score corresponds to interestingness in our case.
Then, highly relevant documents become videos with high
interestingness. And search engine can be changed as an
order of estimated rank. Finally, We used nDCG to compare
methods with these new two assumptions :
Assumption 3 Highly ranked videos are more useful when
appearing earlier in an order of estimated rank.
Assumption 4 Highly ranked videos are more useful than
marginally ranked videos, which are in turn more useful than
low rank videos.</p>
        <p>We used this method to measure and compare the
ranking quality of algorithms for selecting the most
entertaining video. We computed the normalized DCG with top 5
(nDCG@5) and top 3 (nDCG@3) in each level and obtained
the average of these scores for each method.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Experimental Results</title>
      <p>
        All the methods were evaluated using two metrics:
correct rate and discounted cumulative gain. The correct rate
indicates how many correct videos (the most entertaining
videos) are selected by a method of interest, where the rate is
adjusted by the noninferiority test as mentioned above. Alo,
ranking quality is measured by normalized DCG. As a
baseline, the regression algorithm in our previous work
        <xref ref-type="bibr" rid="ref16 ref2">(Yang et
al. 2018)</xref>
        was used.
      </p>
      <sec id="sec-4-1">
        <title>Correct rate</title>
        <p>Figure 4 compares the correct rate of each method, where
”No noninferiority” shows the results with no adjustment in
selecting the most entertaining video for each level while
the others are adjusted by the noninferiority test with
different significance levels . It can be seen that all the methods
show better results as the significance level is relaxed. Both
Spatial TGIF and Temporal TGIF outperform the baseline
regressor. When the mid-filter is applied, the correct rate
drops in both Spatial and Temporal TGIFs. In low
significance level ( 0:95), Spatial TGIF shows higher
correct rates than Temporal TGIF, while the score of Temporal
TGIF is slightly equal to or higher than that of Spatial TGIF
with the significance level of 0.975 or no noninferiority.
Spatial TGIF with the sml filter has the highest result, reaching
0.95 with = 0:8.
nDCG
The average of normalized discounted cumulative gains for
all levels is calculated for each method (the baseline and the
six combinations of the proposed ones). Figure 5 shows the
results. Again both Spatial and Temporal TGIFs outperform
the baseline. As with the correct rate, in both Spatial and
Temporal TGIFs, sml-filter is better than the ones with
nonfilter or mid-filter. In both nDCG@5 and nDCG@3, Spatial
TGIF with sml-filter is of the highest performance with the
values of 0.986 and 0.969, respectively.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Discussions</title>
      <p>We adapted optical flows and proposed two methods to find
the most entertaining videos of an TNT explosion: Spatial
TGIF and Temporal TGIF. Spatial TGIF focuses on the
entropy based on the amount of optical flows among all the
pixels, and Temporal TGIF focuses on the entropy based on
the the amount of optical flows among all the frames.
Before each TGIF is calculated, in order not to be disturbed by
noises from optical flow estimation, all vector magnitudes
less than a given threshold are set to zero.</p>
      <p>The two methods were evaluated with two metrics. In
the correct-rate comparison, we compared their
best-videoselection performances. And in the nDCG-measure
comparison, the overall ranking quality of each method was
compared. Both proposed methods outperformed the baseline in
terms of both metrics. In particular, Spatial TGIF with
smlfilter was the best. It reached up to 95% of the correct rate
as the range of entertaining becomes wider, i.e., when more
videos in a given level are considered interesting.</p>
    </sec>
    <sec id="sec-6">
      <title>Future Work</title>
      <p>Estimating the most entertaining video is not yet perfect.
If the significance level of noninferiority test (Walker and
Nowacki 2011) is high, the correct rate stays around 70%.
Our future work is to aim for 90%, by combining both TGIFs
or additionally introducing other features. We noticed that
one video has the highest interestingness rating in its level
because of a domino effect with few objects flying and the
area of aftereffects not that large. Optical flow estimation
only focuses on the size in space or the length in time of
aftereffects, but not creative movement due to an explosion. In
this particular case, use of optical flows is not sufficient to
predict the interestingness, which requires future work.</p>
      <p>
        The proposed TGIF methods can be applied in various
ways such as highlight detection or procedural play
generation
        <xref ref-type="bibr" rid="ref11 ref12 ref14 ref18">(Thawonmas and Harada 2017)</xref>
        . In highlight detection,
TGIF predicts entertaining parts for viewers, from which
highlight videos can be made. In procedural play generation,
we can, for example, train an Angry Birds playing agent
with a reward of TGIF. Since our previous work
        <xref ref-type="bibr" rid="ref16 ref2">(Yang et
al. 2018)</xref>
        showed that a set of the most entertaining
explosion videos improved spectators’ emotions, we expect that
the trained agent can also improve their emotions trough its
gameplay.
      </p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgment</title>
      <p>This work was supported in part by JSPS KAKENHI Grant
Numbers JP15H02939.
Jiang, Y., Paliyawan, P., Thawonmas R. and Harada T. 2018.
An audience participation angry birds platform for social
well-being. the 19th annual European GAME-ON
Conference on Simulation and AI in Computer
Games(GAMEON’2018). September 18-20, Scotland, United Kingdom.</p>
      <p>Downs, J., Vetere, F., Howard S. and Loughnan S. 2013.
Measuring audience experience in social videogaming.
Proceedings of the 25th Australian Computer-Human
Interaction Conference: Augmentation, Application, Innovation,
Collaboration. November 25-29. Adelaide, Australia.</p>
      <p>Angry Birds AI Competition. http://aibirds.org/.</p>
      <p>AIBIRDS Level Generatioin Competition.
https://aibirds.org/other-events/
level-generation-competition.html.</p>
      <p>Fan-Chiang, T-Y., Hong H-J. and Hsu, C-H. 2015.
Segmentof-interest driven live game streaming: saving bandwidth
without degrading experience. In: Proceedings of
international workshop on network and systems support for games,
16.</p>
      <p>Github of lucasnfe. http://github.com/
lucasnfe/Science-Birds.</p>
      <p>Walker, E. and Nowacki, A-S. 2011. Understanding
equivalence and noninferiority testing. Journal of General Internal
Medicine, 26, 192-196.</p>
      <p>FFmpeg Homepage. http://www.ffmpeg.org/.
Thawonmas, R. and Harada, T. 2017. AI for Game
Spectators: Rise of PPG. AAAI 2017 Workshop on What’s next for
AI in games. 1032-1033. San Francisco, USA.</p>
    </sec>
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