Abstract
The game industry is currently exploring the development of designs that can appeal to a wide market with users exhibiting different tastes, tenancies, behaviors, abilities, and life styles. This problem requires the industry to look for innovative design solutions and tools. Artificial intelligence (AI) techniques can be used to adapt the game experience to players’ skills, behaviors, and abilities. Recently, several adaptive systems have been proposed including adaptive character AI and game design. In this chapter, we discuss an intelligent adaptive system that adapts lighting in a 3D game to enhance the users’ experience. Lighting design is well known among designers, directors, and visual artists for its vital role in influencing viewers’ perception by evoking moods, directing gaze to important areas (i.e., providing visual focus), and conveying visual tension. The intelligent lighting systems discussed in this chapter adapt lighting qualities, in terms of visual attention and affective properties, by integrating a constraint optimization system built based on cinematic and theatric techniques. The system has been in development and refinement for 9 years. In this chapter, we will discuss the systems as well as their evaluation through different game prototypes, specifically highlighting their effect on the users’ experience.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Almeida, P.: Identifying low-level visual patterns that stimulate emotions and moods in movies and video games. Master’s thesis, Penn State University (2005)
Alton, J.: Painting with Light. Berkeley: University of California Press (1995)
Baid, C.E.: Drama. W. W. Norton & Company (1973)
Bates, J.: The role of emotion in believable agents. Communications of the ACM 37, 122–125 (1992)
Bates, J., Loyall, B., Reilly, S.: An architecture for action, emotion, and social behavior. Tech. Rep. CMU-CS-92-144, Carnegie Mellon University, Pittsburgh (1992)
Birn, J.: Digital Lighting & Rendering. New Riders Press (2000)
Blinn, J.: Simulation of wrinkled surfaces. In: ACM SIGGRAPH, pp. 286–292 (1978)
Block, B.: The Visual Story: Seeing the Structure of Film, TV, and New Media. Focal Press, New York (2001)
Bordwell, D., Thompson, K.: Film Art: An Introduction, 6th edition edn. Mc Graw Hill (2001)
Brown, B.: Motion Picture and Video Lighting. Focal Press, Boston (1996)
Calahan, S.: Storytelling through lighting: a computer graphics perspective. In: Siggraph Course Notes (1996)
Campbell, D.: Technical Theatre for Non-technical People. Allworth Press (1999)
Carson, D.: Environmental storytelling: Creating immersive 3d worlds using lessons learned from the theme park industry. Gamasutra (2000)
Cassell, J., Pelachaud, C., Badler, N., Steedman, M., Achorn, B., Becket, T., Douville, B., Prevost, S., Stone, M.: Animation conversation: rule-based generation of facial expression gesture and spoken intonation for multile conversational agents. In: SIGGRAPH Computer Graphics (1994)
Chen, H., Liu, X.: Lighting and material of halo 3. In: ACM SIGGRAPH, p. 22 (2008)
Cheshire, D.: The Book of Movie Photography. Alfred Knopf, Inc. (1989)
Crowther, B.: Film Noir: Reflections in a Dark Mirror. Columbus, London (1989)
El-Nasr, M.S.: Automatic expressive lighting for interactive scenes. Tech. rep., Computer Science Evanston, IL: Northwestern University (2003)
El-Nasr, M.S.: Intelligent lighting for game environments. Journal of Game Development 1 (2005)
El-Nasr, M.S., Almedia, P.: Projecting tension in virtual environments through lighting. In: ACM SIGCHI International Conference on Advances in Computer Entertainment Technology (2006)
El-Nasr, M.S., Horswill, I.: Automating lighting design for interactive entertainment. ACM Computers in Entertainment 2 (2004)
El-Nasr, M.S., Ioerger, T., Yen, J.: FLAME – fuzzy logic adaptive model of emotions. Autonomous Agents and Multi-Agent Systems 3, 219–257 (2000)
El-Nasr, M.S., Miron, K., Zupko, J.: Intelligent lighting for a better gaming experience. In: Computer Human Interaction (2005)
El-Nasr, M.S., Morie, J., Drachen, A.: A scientific look at the design of aesthetically and emotionally engaging interactive entertainment experiences. In: Gökçay, D., and Yildirim, D. (eds.), Affective Computing and Interaction: Psychological, Cognitive and Neuroscientific Perspectives, pp. 281–307. IGI Global (2011)
Foss, B.: Filmmaking: Narrative & Structural Techniques. Los Angeles: Silman-James Press (1992)
Gillette, J.M.: Designing with Light, 3rd edition edn. Mountain View (1998)
Green, R.: Spherical Harmonic Lighting: The Gritty Details. Sony Computer Entertainment America (2003)
Greuter, S., Parker, J., Stewart, N., Leach, G.: Undiscovered worlds – towards a framework for real-time procedural world generation. In: International Digital Arts and Culture Conference. Melbourne, Australia (2003)
Handprint-Media: Light and the eye. Web Page (2001)
Katra, E., Wooten, B.: Preceived lightness/darkness and warmth/coolness in chromatic experience. Master’s thesis, Unpublished MA thesis, Brown University (1995)
Koonce, R.: GPU Gems 3, chap. Deferred Shading in Tabula Rasa, pp. 429–457. Addison-Wesley (2007)
Lagrange, M., Marchand, S., Raspaud, M., Rault, J.: Enhanced partial tracking using linear prediction. In: International Conference on Digital Audio Effects (DAFx), pp. 141–146 (2003)
Loyall, B.: Believable agents. Tech. rep., Computer Science Department Pittsburgh: Carnegie Mellon University (1997)
Mateas, M., Stern, A.: A behavior language for story-based believable agents. IEEE Intelligent Systems 17, 39–47 (2002)
McTaggart, G.: Half-Life 2 / Valve Source Shading. Valve Corporation (2004)
Millerson, G.: The Technique of Lighting for Telivision and Film, 3rd edition edn. Focus Press, Oxford (1991)
Mittring, M.: Finding next gen – cryengine 2. In: ACM SIGGRAPH, pp. 97–121. San Diego, California (2007)
Morie, K.I.J., Valanejad, K., Sadek, R., Miraglia, D., Milam, D.: Emotionally evocative environments for training. In: 23rd Army Science Conference (2002)
Mudur, S.P., Pattanaik, S.N.: Computation of global illumination by monte carlo simulation of the particle model of light. In: Third Eurographics Workshop on Rendering (1992)
Nelson, M.J., Mateas, M.: Towards automated game design. In: Procedings of the 10th Congress of the Italian Association for Artificial Intelligence (AIIA 2007), pp. 626–637. Rome, Italy (2007)
Niedenthal, S.: What we talk about when we talk about game aesthetics. In: DIGRA (2009)
Perlin, K.: Building virtual actors who can really act. In: International Confernece on Virtual Storytelling (2003)
Platoniotis, K.N., Venetsanopoulus, A.N.: Color Image Processing and Applications. Springer (2001)
Prachyabrued, M., Roden, T.E., Benton, R.G.: Procedural generation of stylized 2d maps. In: International Conference on Advances in Computer Entertainment Technology. Salzburg, Australia (1997)
Smelik, R.M., Tutenet, T., de Kraker, K.J., Bidarra, R.: A proposal for a procedural terrain modelling framework. In: EGVE Symposium (2008)
Sousa, T.: GPU Gems 3, chap. Chapter 16. Vegetation Procedural Animation and Shading in Crysis. Addison-Wesley (2007)
Swartout, H., Gratch, J., Kyriakakis, L., et. al.: Toward the holodeck: Integrating graphics, sound, character and story. In: Fifth International Conference on Autonomous Agents, pp. 409–416 (2001)
Treisman: The preception of features and objects. In: Attention: Selection, awareness and control, pp. 5–35. Clarendon Press University (1993)
Treisman, A.M., Gelade, G.: A feature-integration theory of attention. Cognitive Psychology 12, 97–136 (1980)
Yu, Y., Debevec, P., Malik, J., Hawkins, T.: Inverse global illumination: recovering reflectance models of real scenes from photographs. In: International Conference on Computer Graphics and Interactive Techniques (1999)
Zangwill, N.: Aesthetic judgment. In: Stanford Encyclopedia of Philosophy (2003)
Zupko, J.: A system for automated interactive lighting (SAIL). Tech. rep., State College, Pennsylvania: The Pennsylvania State University (2009)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2011 Springer Science+Business Media, LLC
About this chapter
Cite this chapter
El-Nasr, M.S., Zupko, J., Rao, C. (2011). Intelligent Adaptive Lighting. In: González-Calero, P., Gómez-Martín, M. (eds) Artificial Intelligence for Computer Games. Springer, New York, NY. https://doi.org/10.1007/978-1-4419-8188-2_8
Download citation
DOI: https://doi.org/10.1007/978-1-4419-8188-2_8
Published:
Publisher Name: Springer, New York, NY
Print ISBN: 978-1-4419-8187-5
Online ISBN: 978-1-4419-8188-2
eBook Packages: EngineeringEngineering (R0)