Related papers: MiBoard: Multiplayer Interactive Board Game
Games are usually created incrementally, requiring repeated testing of the same scenarios, which is a tedious and error-prone task for game developers. Therefore, we aim to alleviate this game testing process by encapsulating it into a game…
Learning to code, and more broadly, learning about computer science is a growing field of activity and research. Under the label of computational thinking, computational concepts are increasingly used as cognitive tools in many subject…
It has been shown that the emotional state of students has an important relationship with learning; for instance, engaged concentration is positively correlated with learning. This paper proposes the Inductive Control (IC) for educational…
In the last two decades, Interactive White Boards (IWBs) have been widely available as a pedagogic tool. The usability of these boards for teaching disciplines where complex drawings are needed, we consider debatable in multiple regards. In…
Humans tend to learn complex abstract concepts faster if examples are presented in a structured manner. For instance, when learning how to play a board game, usually one of the first concepts learned is how the game ends, i.e. the actions…
We present a pilot study on crea.blender, a novel co-creative game designed for large-scale, systematic assessment of distinct constructs of human creativity. Co-creative systems are systems in which humans and computers (often with Machine…
The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game descriptions and generate game-play processes. The IDGE allows users to create games…
Chat interfaces for intelligent tutoring systems (ITSs) enable interactivity and flexibility. However, when students interact with chat interfaces, they expect dialogue-driven navigation from the system and can express frustration and…
In this paper we experiment with a 2-player strategy board game where playing models are evolved using reinforcement learning and neural networks. The models are evolved to speed up automatic game development based on human involvement at…
Intelligent Tutoring Systems (ITSs) can provide personalized and self-paced learning experience. The emergence of large language models (LLMs) further enables better human-machine interaction, and facilitates the development of…
In this paper, we present a novel approach using the Auto GPT system alongside Design Sprint methodology to facilitate board game creation for inexperienced users. We introduce the implementation of Auto GPT for generating diverse board…
Age-related cognitive impairment is generally characterized by gradual memory loss and decision-making difficulties. The aim of this study is to investigate multi level support and suggest relevant helping means for the elderly with mild…
We present a new paradigm of games, i.e. SwarmPlay, where each playing component is presented by an individual drone that has its own mobility and swarm intelligence to win against a human player. The motivation behind the research is to…
Educational games can foster critical thinking, problem-solving, and motivation, yet instructors often find it difficult to design games that reliably achieve specific learning outcomes. Existing authoring environments reduce the need for…
Autistic children often face challenges in social interaction and communication, impacting their social connectivity, especially with their parents. Despite the effectiveness of game-based interactive therapy in improving motor skills,…
In this paper we present Simgrid, a toolkit for the versatile simulation of large scale distributed systems, whose development effort has been sustained for the last fifteen years. Over this time period SimGrid has evolved from a…
It is crucial that robots' performance can be improved after deployment, as they are inherently likely to encounter novel scenarios never seen before. This paper presents an innovative solution: an interactive learning-based robot system…
Results from a triple-blind mixed-method user study into the effectiveness of mixed-initiative tools for the procedural generation of game levels are presented. A tool which generates levels using interactive evolutionary optimisation was…
This paper contributes a new way to evaluate AI. Much as one might evaluate a machine in terms of its performance at chess, this approach involves evaluating a machine in terms of its performance at a game called "MAD Chairs". At the time…
This paper describe an hybrid agent trained to play in Fantasy Football AI which participated in the Bot Bowl III competition. The agent, MimicBot, is implemented using a specifically designed deep policy network and trained using a…