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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>SMES: Adapting Dexterity-based Games for Deliberative Play</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Batu Aytemiz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hunter Lynch</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carl Erez</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Adam M. Smith</string-name>
          <email>amsmithg@ucsc.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of California</institution>
          ,
          <addr-line>Santa Cruz 1156 High Street Santa Cruz, California 95064</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper we describe the Sharp Multi-input Editing Software (SMES), a prototype system which allows players to convert dexterity challenges to planning challenges in existing games. SMES accomplishes this by recording the player input, displaying it in a visual form, allowing the player to edit the recorded playtrace, and replay the edited sequence back again. Our system combines ideas from tool-assisted speedruns (TAS) with interaction design patterns from Casual Creators and Accessible Player Experiences. Because our implementation is based on intercepting input events at the operating system level, no engineering effort is needed to apply the tool to new games. The result is a new mode of play for existing games that further allows players to realize new behaviors in the game. SMES could support making games more inclusive by letting players adapt the challenge type they face. Furthermore we claim that AI systems that operate over playtraces to assist the player is a rich avenue to explore.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Challenge is a crucial component of videogames
        <xref ref-type="bibr" rid="ref2">(Adams
2014)</xref>
        . From solving puzzles to defeating enemies, from
scaling cliffs to uncovering mysteries, games often ask their
players to overcome a variety of obstacles. The presence
of at least some challenges has shown to be important for
player engagement and fun
        <xref ref-type="bibr" rid="ref14">(Juul 2009)</xref>
        . Yet, not everyone
wants to engage with the same types of challenges
        <xref ref-type="bibr" rid="ref12">(Hamari
and Tuunanen 2014)</xref>
        . One group of players might find
dexterity based challenges more fun whereas others might
prefer a slower-paced logical puzzle. Furthermore, an
individual player might want to engage with different types of
challenges at different times.
      </p>
      <p>
        Beyond personal preference, however, some challenges
can be much less accessible to certain groups of players.
If one has a motor disability then it is much more
difficult for them to engage with a high-intensity dexterity based
game
        <xref ref-type="bibr" rid="ref23">(Pitaru 2008)</xref>
        . It is one thing for a player to choose to
not play a certain type, and another for the player to not be
able to play the game.
      </p>
      <p>
        When faced with barriers to engagement it is common
for people to modify games through using the different
inCopyright c 2020 for this paper by its authors. Use permitted
under Creative Commons License Attribution 4.0 International (CC
BY 4.0).
terfaces to play the game such as switch controls
        <xref ref-type="bibr" rid="ref24">(Sethfors
2018)</xref>
        or Microsoft Universal Controller
        <xref ref-type="bibr" rid="ref9">(Englard 2018)</xref>
        , or
by changes in software via trainers.
      </p>
      <p>
        Inspired by the spirit of modifying how people engage
with games, in this paper we discuss our work-in-progress
Sharp Multi-input Editing Software (SMES). The SMES
allows converting high-paced dexterity based challenges to
deliberative planning challenges in a narrow set of games
that exist in the wild. SMES was built with difficult
platformers with very short levels in mind such as Celeste
        <xref ref-type="bibr" rid="ref18">(Matt
Makes Games 2018)</xref>
        and Super Meat Boy
        <xref ref-type="bibr" rid="ref26">(Team Meat
2010)</xref>
        .
      </p>
      <p>SMES allows the players to save, display, modify and
replay their keypress sequences. SMES works through the
following four steps:
1. The player attempts the challenge and SMES records their
keypresses.</p>
    </sec>
    <sec id="sec-2">
      <title>2. The SMES visualizes the keypresses over time. 3. The player makes experimental changes to the keypresses. 4. The SMES replays the edited keypresses (and the player returns to step 2).</title>
      <p>This loop allows the player to change how they engage
with dexterity based games. The challenge stops being about
the precise timing of button presses, but rather becomes
more like a puzzle game where the player incrementally
refines the play trace until they clear the level.</p>
      <p>
        When we extract and replay the playtrace of the player,
we treat the sequence of actions as a stateless, fixed
policy. Similar stateless action sequences have been used
successfully for difficult exploration problems
        <xref ref-type="bibr" rid="ref8">(Ecoffet et al.
2019)</xref>
        <xref ref-type="bibr" rid="ref27">(Zhan, Aytemiz, and Smith 2018)</xref>
        and is shown to be
a promising starting point.
      </p>
      <p>We believe that AI techniques can be effective in assisting
players while operating on playtraces. Representing
dexterity based games as playtraces, and then recording how player
changes allows us to get another type of data as to how a
player might improve their playtraces.</p>
      <p>In the rest of this paper we will discuss the technical
details and the design decisions of SMES, and how the
extracted play traces can be a fruitful avenue for AI research.</p>
      <sec id="sec-2-1">
        <title>Related Work</title>
        <p>
          Videogames provide intrinsically valuable experiences to
millions of individuals
          <xref ref-type="bibr" rid="ref15">(Juul 2011)</xref>
          . Maybe more
importantly, games are an important part of how people connect to
one another
          <xref ref-type="bibr" rid="ref22">(Organization 2020)</xref>
          . While multiplayer games
offer moment-to-moment connectivity, the connective
nature of games also extends to single player games through
creating a set of shared experiences
          <xref ref-type="bibr" rid="ref13">(John 2020)</xref>
          and
communities
          <xref ref-type="bibr" rid="ref10">(Gee and Hayes 2012)</xref>
          .
        </p>
        <p>
          It is important for everyone to be able to engage in this
shared culture. Yet, through a combination of design
decisions of developers and differing abilities of players, a
significant group of people are excluded from engaging with
games
          <xref ref-type="bibr" rid="ref25">(Taylor 2013)</xref>
          . To make games more inclusive, in
recent years there have been a number of games that include
assist modes such as Celeste
          <xref ref-type="bibr" rid="ref18">(Matt Makes Games 2018)</xref>
          and
Super Mario Odyssey
          <xref ref-type="bibr" rid="ref21">(Nintendo 2017)</xref>
          . These assist modes
allow the player to change the magnitude of difficulty they
encounter by tweaking variables such as game speed, player
and enemy attributes and other relevant factors. The addition
of assist mode has been met with positive feedback from the
players
          <xref ref-type="bibr" rid="ref16">(Klepek 2019)</xref>
          .
        </p>
        <p>Most assist modes do not modify what type of challenge
there is but rather they work by changing the magnitude of
the challenge. In this project we wanted to explore whether
we could change the type of challenge that the game
presented. We use the Taxonomy of Failure (ToF) to categorize
the types of challenges (Aytemiz and Smith forthcoming).
ToF offers six different categories of failure which map to
different types of challenges that exist in a game. For this
project the relevant categories are Planning and Execution.
Planning refers to the challenge category where the player is
deciding on what actions to take. The Execution category on
the other hand refers to the challenge of the player to
actually take those actions, by pressing the correct buttons in the
correct order and timing.</p>
        <p>In the context of difficult platformer games, which SMES
is targeting, the planning challenge would be deciding what
route to take and when to use the relevant abilities such as
dash or jump, and the execution challenge would be related
to pressing the buttons to activate the relevant abilities at the
correct time. Our goal in this project is to replace the
challenging execution aspect from playing difficult platformers
into a planning one.</p>
        <p>
          Instead of building a new game that has the planning
challenge present as a default, in this project we explore a tool
that targets already existing culturally relevant games and
supports people’s ability to engage with them. While there
have been many successful games that are specifically
designed to target groups with disabilities
          <xref ref-type="bibr" rid="ref11">(Grammenos et al.
2006)</xref>
          we believe that due to the social nature of games it is
important to support players in engaging with pre-existing
cultural artifacts.
        </p>
        <p>
          In building the SMES we were inspired by the ideas of
transgressive play
          <xref ref-type="bibr" rid="ref1">(Aarseth 2014)</xref>
          and the diversity of ways
players customize how they engage with games. One
example of this is the WeMod community1. WeMod allows
players to reconfigure over a thousand single player games
through a unified interface, letting them customize the game
to their liking, often through changing difficulty and
progression variables. As of July 2020 WeMod advertises that
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>1https://www.wemod.com</title>
      <p>it has over 8 million users. This shows that a significant
population of players are accustomed to modifying their play
experience by reaching outside the game.</p>
      <p>The Speedrunning community is another group that
inspired this project. Speedrunners are interested in
completing a game as fast as humanly possible. Tool Assisted
Speedruns (TAS), take this concept a step further and use
emulators to complete a game as fast as possible using any
and all available tools. While most TAS systems run the
game in an emulated environment to have frame by frame
control, in order to increase generalizability of our system
we simply replay keypress events (which is not guaranteed
to reproduce gameplay over long periods of time) instead of
attempting to emulate the whole game.</p>
      <p>
        The disability community has also been customizing the
way they engage with games through a combination of
software and hardware
        <xref ref-type="bibr" rid="ref4">(Beeston et al. 2018)</xref>
        . The Accessible
Player Experiences
        <xref ref-type="bibr" rid="ref5">(Cairns et al. 2019)</xref>
        design patterns are a
great resource when it comes to making games more
inclusive. These 22 patterns target both the ability of the players
to access the game content, and their ability to adjust the
challenges present in the game. In the later chapter we will
be discussing how SMES fits these design patterns.
      </p>
      <sec id="sec-3-1">
        <title>Technical Design of the SMES</title>
        <p>Design Inspirations
Before the development phase of the SMES we reached out
to different communities on Reddit to inform our design. We
had conversations on the disabledgamers, TAS (tool assisted
speed run) and pc gaming subreddits. While few in number,
the discussions around how such a tool might be used was
immensely valuable in prioritizing certain features over
others and understanding potential user needs.</p>
        <p>Our design was informed by a public discussion of a
system prototype on Reddit’s r/disabledgamers
community and r/TAS communities</p>
        <p>
          We incorporated casual creator design patterns wherever
possible
          <xref ref-type="bibr" rid="ref6">(Compton and Mateas 2015)</xref>
          . Casual creator
patterns aim to make systems more usable and friendly. While
these design patterns are traditionally used in the context
of generative systems, we found them useful in our design.
Like most casual creators, SMES is a tool that prioritizes
approachability and flexibility over control and frame-perfect
precision.
        </p>
        <p>
          Finally SMES also drew inspiration from the
Accessible Player Experiences
          <xref ref-type="bibr" rid="ref5">(Cairns et al. 2019)</xref>
          (APX) patterns.
APX patterns have two distinct categories: Access patterns
support players accessing the game by allowing them to tune
the experience to meet their unique needs, and challenge
patterns on the other hand allow players to modulate the amount
of challenge they want to face.
        </p>
        <p>Recording Key Presses One decision we had to make
early on was what layer of abstraction to have SMES
integrate. While extending an emulator would allow us to be
much more precise both in recording and replaying our
playtraces, it would also limit the games that the SMES would be
compatible with to those that could run on the decided
emulator. One of our guiding principles while building SMES
was to support access to a broader set of culturally relevant
games, and we therefore decided not to limit ourselves with
any specific emulator</p>
        <p>In order to reach a wider range of games SMES uses the
Win32 API2 to integrate into the keyboard input layer. After
the player starts recording, the SMES intercepts and saves
the virtual keyboard calls that happen while the game is
focused. When the player stops recording, the keypresses
are saved into a text file. Having players seed the starting
playtrace with their own action connects with the “No blank
slate” pattern of casual creators. While the players can start
from scratch to create the full playtrace using SMES, having
a starting playtrace to edit makes the iterative process much
faster.</p>
        <p>To support the quickest edit-and-replay interaction loop, it
is the player’s responsibility to include input sequences that
would reset the game to a safe state (e.g. accessing an
ingame menu to restart the level from a checkpoint). If there
is no such obvious sequence to include in the playtrace that
will accomplish this goal, the player can always use manual
controls (similar to how they recorded the original playtrace)
to reset the game before continuing the SMES loop.
Representing Key Presses It is common for speed-runs
to be shared through a BK23 file. These files are a way to
record which combination of keys were pressed down at
which frame. Inspired by this, our intermediate
representation is in a simple human readable text file. This was decided
in part to support the easy sharing of play traces. The easy
sharing component is aligned with the “Self promotion”
casual creator design pattern that acknowledges the shared and
social nature of playing games and generation.</p>
        <p>Having a semi-permanent copy of the playtrace that the
player can keep editing also aligns with the “Save Early,
Save Often” and “Slow it Down” patterns of APX. The
player can take as many iterations as they would like to
edit the playtrace. This allows the player to engage with the
game on their own pace instead of being locked to the speed
the game demands. Furthermore, even if they have to close
SMES and come back later, the text file will be there for
them to pick up where they left of</p>
        <p>Because SMES can not know what exact frame each
button was pressed, instead of matching keypresses to frames,
we record the timing of each press. We record the timing of
whenever a key is pressed down and later released. However,
instead of recording at what time these actions of key down
and key up happen, we record how much time elapses in
the middle. This makes keeping track of multiple keypresses
and the duration of a specific keypress easier. To be more
specific, our representation is a series of two data points,
the action type and the modifier. There are three possible
actions, key down, key up, or delay, and each action has a
modifier associated with it. If the action type is key up or
down, then the modifier is the name of the key that is pressed
or released. Whereas if the action type is delay, the modifier
is how many milliseconds have elapsed since the last entry.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>2https://docs.microsoft.com/en-us/windows/win32/api/ 3http://tasvideos.org/Bizhawk/BK2Format.html</title>
      <p>Let us give an example of a playtrace. Imagine a character
starts running to the right, then jumps over a gap, and stops
running. This can be shown as follows:</p>
      <p>In this example, the player holds down “d” for two
seconds, while pressing “w” for a single second in the middle.
Visualizing and Editing Keypresses After the playtrace
is saved into a text file, the SMES GUI loads them and
visualizes them. The current GUI is written using the QT
framework and is still a work in progress. While designing the
visualization we were inspired by digital audio workstation
(DAW) software packages. SMES allows the users to
manipulate the playtraces by changing when and for how long
a key is pressed down. When the desired changes are done
the updated playtrace is once again saved into the text
document.</p>
      <p>This design is aligned with the “Improved Precision” and
“Personal Interface” patterns of APX. It is an additional
interface that the players can use to engage with dexterity
games and by removing the temporal aspect of taking
actions the player can be more precise. Depending on motor
skills and personal preferences, players may have an easier
time with our GUI or with a text editing for which they have
built deeper fluency (in which case the GUI forms a passive
viewer tool).</p>
      <p>Replaying the Playtrace The player can start the replay
whenever they want by pressing the replay button. SMES
then starts replaying the playtraces that is saved in the
intermediate text file. In order to replay the playtrace we use the
underlying Win32 API, the same system we used to record
the keys. We use the python package winput4 to send Virtual
Key Codes as input to the operating system directly.</p>
      <p>Due to the game not running in an emulator and the Win32
API not being instantaneous the playtrace that is replayed
is not completely deterministic. In our experiments there is
an 2% average divergence between the length of the input
sequence and its realized replay. Because the errors
compound in a playtrace this can result in perceivable differences</p>
    </sec>
    <sec id="sec-5">
      <title>4https://pypi.org/project/winput/</title>
      <p>in outcomes across different replays of the same playtrace.
This is the main bottleneck that limits the usefulness of the
current state of the SMES in supporting longer playtraces
or styles of play that rely on precise determinism (e.g. luck
manipulation strategies used in TAS). These are not critical
limitations, however, because we imagine SMES being
applied to localized scenes (which can be re-attempted many
times) in games that were otherwise completable within the
limits of human dexterity.</p>
      <sec id="sec-5-1">
        <title>Future work: Manipulating Playtraces with AI</title>
        <p>
          As mentioned earlier, there is currently no AI system acting
on the saved playtraces. However, other work shows that by
adding a simple level state awareness reusing parts of play
traces can be very useful. For an example from the games
industry, in the fighting game Killer Instinct, the enemy
shadow AI learns how to play by memorizing sequences of
player actions
          <xref ref-type="bibr" rid="ref19">(Neal 2016)</xref>
          . Then the AI agent replays parts
of the player’s action sequences when a correct game state
is matched. This method proves effective enough to be
deployed in a live commercial game, and it has been met with
approval from the player base5.
        </p>
        <p>
          In the future, we are interested in taking a co-creator
approach to supporting playtraces similar to the
reinforcement learning based mixed-initiative level creator Morai
Maker (Guzdial et al. 2019) or the work on user
empowerment where a reinforcement learning agent is trained to
augment (rather than replace) player input
          <xref ref-type="bibr" rid="ref7">(Du et al. 2020)</xref>
          .
        </p>
        <p>We imagine that the edits that the user makes to the
timeline are not directly applied but are instead taken as
training data points to tune a stateful and observation-dependent
5https://forums.ultra-combo.com/t/shadows-ai-retrospectivediscussion/24899
action policy. In this setup, the player is still making
deliberate choices about how to act in specific moments, but the
local choices they make can have impact on several other
moments (e.g. those that arise in the future or as the result
of different stochastic elements of the game).</p>
        <p>Furthermore, we believe that the datasets describing how
a player iteratively refines their playtrace can be interesting
for future applications.</p>
      </sec>
      <sec id="sec-5-2">
        <title>Conclusion</title>
        <p>In this paper we presented the work-in progress Sharp
Multiinput Editing Tool (SMES) which allows the players of
difficult platformer games to change the challenge type from
a dexterity based execution challenge to a cerebral
planning challenge. SMES does this by recording the actions of
a player, and then presents it to them in a visual interface
where they can make changes and replay the updated
playtraces. We also discussed how playtraces can be operated on
via AI systems with the goal of assisting and empowering
players. We hope that with SMES we can contribute to the
ongoing conversation of how we can use AI techniques to
assist our player.
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