AGAIN

[Affect Game Annotation Dataset]

Welcome to the AGAIN Affect Game Annotation Dataset!

You can download the full dataset from the following repository: AGAIN Dataset

Figure 1. Games in the AGAIN collection.

The raw dataset includes the 1116 videos and detailed gameplay logs of 124 participants playing 9 games from 3 different genres.

A cleaned and preprocessed dataset is available, including the 995 videos and detailed gameplay logs.

The files for the raw dataset are found in the raw_data folder:

The files for the cleaned dataset are found in the clean_data folder:

The clean_data.csv has been normalised on the session level!

For easier use in both the raw and cleaned dataset variables labelled:

Database Properties

General Properties Raw dataset Cleaned dataset

Game Names

Racing Games Shooter Games Platform Games

Video Database

Entry name: [ParticipantID]_[Game]_[SessionID].webm

Annotation Log

Annotations are recorded only when the annotation value changes. The annotation starts and ends with a 0.

To use the annotation logs, order the values by one of the time-based features and resample the annotation trace. The recommended method is padding the values.

Discrepancy Between Game Logs and Annotations

Gameplay is recorded from the beginning of the start-game countdown to the beginning of the end-game countdown.

Videos and Annotations are recorded from the beginning of the start-game countdown to the end of the end-game countdown.

Annotation sessions are approximately 3 seconds longer than gameplay videos.

Recommended usage is to first cut the annotation-lag from the beginning of the annotation session then cut the over-hanging annotation entries.

Game Logs

Each game is recorded with approximately 4Hz (every 250ms). Due to the limitations of the engine, each time windows are not consistent. To address this issue the raw logfiles aggregate ticks of the engine's update loop. The control variable, engine_tick shows the length of each time window in terms of the number of update loops. Due to this processing technique, almost all events (apart from some very sparse ones like player_death) are continuous values.

Enemies, projectiles, and objects are only recorded when they are visible to the player! Check variables with visible in their names to see how many of these elements are logged in a given time. Features encoding bot behaviour show the intensity of the encounters with all visible bot's health, speed, distance, etc. averaged together.

Game Objects

Racing Games Shooter Games Platform Games

General Feature

General features encode features which are general across all games. These features are prefixed with [general]

Licence

MIT License

Copyright (c) 2020 Institute of Digital Games, University of Malta

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.