Hips 4 Eternity

cassi-camilleri

All over the world, hip replacement surgeries are on the increase. Provisional data from the hip replacement register at Mater Dei shows that, in Malta during 2014, 145 people needed their hips replaced while another 11 needed revisions to old implants. With costs that run into the thousands, the problem of faulty implants caught the eye of a local research team of engineers and medics. Cassi Camilleri finds out more about their work in solving the dilemma. Photography by Elisa von Brockdorff

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I_compute I_create I_am

Dr Edward DucaCreativity is a quality that we, as humans, think is ours alone. Prof. Georgios N. Yannakakis is creating computers that might have already taken this away from us. Computational creativity is here. His games are helping children be more creative, others to overcome dyslexia, and even combat bullying. Words by Dr Edward Duca.

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Placing Cultural Research on the Map

Photo by Elisa von Brockdorff, courtesy of The Valletta 2018 Foundation.

GraziellaVella

The Valletta 2018 Foundation recently started a five-year research study to evaluate and monitor the European Capital of Culture (ECoC) project in Malta. The process combines both quantitative and qualitative approaches to collect data that will be communicated to the general public and interested stakeholders. This research will provide feedback to help fine-tune or correct the Foundation’s operations. The process aims to provide a local model for research in culture and the creative sector in order to encourage more cultural research after 2018.Continue reading

The Pool Party: Life at the Extreme

Shrimps, water fleas, waterworts, and pondweeds, this is one wild party. Dry summers with temperatures of over 40 degrees in summer and flooded winters, life in a rockpool is not easy. Decades of research by local ecologists have shed light on this extreme habitat—Dr Sandro Lanfranco, Kelly Briffa, and Sheryl Sammut tell us more.Continue reading

An Automatically Tailored Experience

Digital games need to keep players engaged. Since games are interactive media, achieving this goal means that game designers need to anticipate player actions to create a pre-designed experience. Traditionally, developers have achieved this by restricting player freedom to a strict set of actions thereby curating player experience and ensuring the fun factor. However, games are taking a different route with more users making their own content (User Generated Content, UGC) through extensive creativity tools which make it hard to predict player experience.

Vincent E. Farrugia
Vincent E. Farrugia

To overcome these challenges Vincent E. Farrugia (supervised by Prof. Georgios N. Yannakakis), merged game design and artificial intelligence (AI). He developed a software framework for handling player engagement in environments which feature user generated content and groups. The three pronged solution tackles problems during game production, playing the game itself, and making sure the framework is sustainable. To maintain engagement within groups he analysed data for a particular person within the group but also patterns common across the whole group. Farrugia created software tools, autonomous AI aids, and tools to test and support the framework.

The software framework is made up of inter-operating modules. Firstly, an engagement policy module allows designers to specify theories to express their vision of positive game engagement. Player modelling then shapes this backbone to specific player engagement needs. The module can autonomously learn from player creations as reactions to game stimuli. Individual and group manager modules use this mixture of expert knowledge, AI learnt data, and player game-play history to automatically adapt game content to solve player engagement problems. This procedural content generation (PCG) is tailored for a specific player and time.

The framework’s abilities were showcased in a digital game also developed by Farrugia. Various technologies were incorporated to encourage player creativity in group sessions and to enhance networking. The setup also allowed the AI to quickly learn from each player via parallelism. Initial testing used a simulated environment with software agents. Preliminary testing on real players followed. The simulation was through a personality system to validate the underlying algorithms under various conditions. The resulting diverse game-play styles provide suggestions for AI model improvement. Farrugia is enthusiastic about future work for this AI framework and giving developers better tools to allow player creativity to flourish while maintaining positive game-play experiences. 


This research was performed as part of a Master of Science degree at the Institute of Digital Games, University of Malta. It was partly funded by the Strategic Educational Pathways Scholarship (Malta), which is part-financed by the European Union—European Social Fund (ESF) under Operational Programme II—Cohesion Policy 2007—2013, ‘Empowering People for More Jobs and a Better Quality of Life’.