ACM Transactions on Graphics · 2014 · 19 citations · 41 references
ComputingComputer ScienceMachine LearningReal-time RenderingVisual AnalyticsDynamic GamesGame PlayingGame-based LearningInteractive SimulationSimulation-based LearningGame AnalyticsGame-based SimulationPlayer AnalyticsPlayer Behavior AnalyticsPlayer ModelingReal-time ProcessingSamplingSimulation Data Exploration
Data-driven simulation demands good training data drawn from a vast space of possible simulations. While fully sampling these large spaces is infeasible, we observe that in practical applications, such as gameplay, users explore only a vanishingly small subset of the dynamical state space. In this paper we present a sampling approach that takes advantage of this observation by concentrating precomputation around the states that users are most likely to encounter. We demonstrate our technique in a prototype self-refining game whose dynamics improve with play, ultimately providing realistically rendered, rich fluid dynamics in real time on a mobile device. Our results show that our analytics-driven training approach yields lower model error and fewer visual artifacts than a heuristic training strategy.
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