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Hybrid games are models which combine discrete, continuous, and adversarial dynamics. Game logic enables proving (classical) existence of winning strategies. We introduce constructive differential game logic (CdGL) for hybrid games, where…
World-building, the process of developing both the narrative and physical world of a game, plays a vital role in the game's experience. Critically-acclaimed independent and AAA video games are praised for strong world-building, with game…
Multiplayer computer games play a big role in the ever-growing entertainment industry. Being competitive in this industry means releasing the best possible software, and reliability is a key feature to win the market. Computer games are…
This chapter outlines the relation between artificial intelligence (AI) / machine learning (ML) algorithms and digital games. This relation is two-fold: on one hand, AI/ML researchers can generate large, in-the-wild datasets of human…
SESAR is supposed to boost the development of new operational procedures together with the supporting systems in order to modernize the pan-European air traffic management (ATM). One consequence of this development is that more and more…
Through multi-agent competition and the sparse high-level objective of winning a race, we find that both agile flight (e.g., high-speed motion pushing the platform to its physical limits) and strategy (e.g., overtaking or blocking) emerge…
This paper surveys the current state of the art in affective computing principles, methods and tools as applied to games. We review this emerging field, namely affective game computing, through the lens of the four core phases of the…
Videogames developed in the 1970s and 1980s were modest programs created in a couple of months by a single person, who played the roles of designer, artist and programmer. Since then, videogames have evolved to become a multi-million dollar…
Game engines are tools to facilitate video game development. They provide graphics, sound, and physics simulation features, which would have to be otherwise implemented by developers. Even though essential for modern commercial video game…
We introduce and investigate a range of general notions of a game. Our principal notion is based on a set of agents modifying a relational structure in a discrete evolution sequence. We also introduce and study a variety of ways to model…
This work contributes to developing an agent based on deep reinforcement learning capable of acting in a beyond visual range (BVR) air combat simulation environment. The paper presents an overview of building an agent representing a…
Agent-based computing is an active field of research with the goal of building autonomous software of hardware entities. This task is often facilitated by the use of dedicated, specialized frameworks. For almost thirty years, many such…
In fighting games, individual players of the same skill level often exhibit distinct strategies from one another through their gameplay. Despite this, the majority of AI agents for fighting games have only a single strategy for each "level"…
Multiplayer Online Battle Arena (MOBA) is one of the most played game genres nowadays. With the increasing growth of this genre, it becomes necessary to develop effective intelligent agents to play alongside or against human players. In…
We consider an autonomous navigation problem, whereby a traveler aims at traversing an environment in which an adversary tries to set an ambush. A two players zero sum game is introduced. Players' strategies are computed as random path…
Examining games from a fresh perspective we present the idea of game-inspired and game-based algorithms, dubbed "gamorithms".
Co-design is a prominent topic presently in computing, speaking to the mutual benefit of coordinating design choices of several layers in the technology stack. For example, this may be designing algorithms which can most efficiently take…
This paper presents general strategies for cyber war gaming of Cyber-Physical Systems (CPSs) that are used for cyber security research at the U.S. Army Research Laboratory (ARL). Since Supervisory Control and Data Acquisition (SCADA) and…
Automated game balancing has often focused on single-agent scenarios. In this paper we present a tool for balancing multi-player games during game design. Our approach requires a designer to construct an intuitive graphical representation…
Video-game projects are notorious for having day-one bugs, no matter how big their budget or team size. The quality of a game is essential for its success. This quality could be assessed and ensured through testing. However, to the best of…