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An Automated High-Level Saliency Predictor for Smart Game Balancing

Published: 08 December 2014 Publication History

Abstract

Successfully predicting visual attention can significantly improve many aspects of computer graphics: scene design, interactivity and rendering. Most previous attention models are mainly based on low-level image features, and fail to take into account high-level factors such as scene context, topology, or task. Low-level saliency has previously been combined with task maps, but only for predetermined tasks. Thus, the application of these methods to graphics (e.g., for selective rendering) has not achieved its full potential. In this article, we present the first automated high-level saliency predictor incorporating two hypotheses from perception and cognitive science that can be adapted to different tasks. The first states that a scene is comprised of objects expected to be found in a specific context as well objects out of context which are salient (scene schemata) while the other claims that viewer’s attention is captured by isolated objects (singletons). We propose a new model of attention by extending Eckstein’s Differential Weighting Model. We conducted a formal eye-tracking experiment which confirmed that object saliency guides attention to specific objects in a game scene and determined appropriate parameters for a model. We present a GPU-based system architecture that estimates the probabilities of objects to be attended in real- time. We embedded this tool in a game level editor to automatically adjust game level difficulty based on object saliency, offering a novel way to facilitate game design. We perform a study confirming that game level completion time depends on object topology as predicted by our system.

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Supplemental movie and image files for, An Automated High-Level Saliency Predictor for Smart Game Balancing

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cover image ACM Transactions on Applied Perception
ACM Transactions on Applied Perception  Volume 11, Issue 4
January 2015
132 pages
ISSN:1544-3558
EISSN:1544-3965
DOI:10.1145/2695584
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 08 December 2014
Accepted: 01 June 2014
Revised: 01 May 2014
Received: 01 December 2013
Published in TAP Volume 11, Issue 4

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Author Tags

  1. Computer graphics
  2. game balancing
  3. scene schemata

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