Related papers: The Documents and Assets Created During the Video …
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…
As the video game market grows larger, it becomes harder to stand out from the crowd. Launching a successful game involves different aspects. But what are they? In this paper, we investigate some aspects of the high-rated games from a…
This paper is simply a collection of process diagrams for further use and reference. These are diagrams about different approaches to research.
Replicability is absent in games research; a lack of transparency in protocol detail hinders scientific consensus and willingness to publish public datasets, impacting the application of these techniques in video games research. To combat…
In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique…
This paper reviews the field of Game AI, which not only deals with creating agents that can play a certain game, but also with areas as diverse as creating game content automatically, game analytics, or player modelling. While Game AI was…
Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent's assets where the opponent is a virtual (i.e.,…
In this work we propose a game theoretic model for document clustering. Each document to be clustered is represented as a player and each cluster as a strategy. The players receive a reward interacting with other players that they try to…
This paper presents the results of an industry expert survey about event log generation in process mining. It takes academic assumptions as a starting point and elicits practitioner's assessments of statements about process execution,…
The human ability to learn rules and solve problems has been a central concern of cognitive science research since the field's earliest days. But we do not just follow rules and solve problems given to us by others: we modify those rules,…
People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it. In this paper we define the term 'PCG-based game', and explain how this concept follows on from the idea of an…
In this work we present an account of the status of requirements engineering in the gaming industry. Recent papers in the area were surveyed. Characterizations of the gaming industry were deliberated upon by portraying its relations with…
Understanding player behavior is fundamental in game data science. Video games evolve as players interact with the game, so being able to foresee player experience would help to ensure a successful game development. In particular, game…
Although several methodologies for identifying the genealogy of video game genres and showing their relationships have been proposed in existing research, there have been few attempts to visualize the genealogy of a genre in a quantitative…
Understanding how players interact with the mobile game app on smartphone devices is important for game experts to develop and refine their app products. Conventionally, the game experts achieve their purposes through intensive user studies…
Video-game players generate huge amounts of data, as everything they do within a game is recorded. In particular, among all the stored actions and behaviors, there is information on the in-game purchases of virtual products. Such…
A game process is a system where the decisions of one agent can influence the decisions of other agents. In the real world, social influences and relationships between agents may influence the decision makings of agents with game behaviors.…
According to one of its founders, game theory would soon be a little over a hundred years old . A well-known theory in the academic and strategic fields, it is often the subject of criticism and, for many, seems too simplistic to be truly…
The rise of non-linear and interactive media such as video games has increased the need for automatic movement animation generation. In this survey, we review and analyze different aspects of building automatic movement generation systems…
As a novel and fast-changing field, the video game industry does not have a fixed and well-defined vocabulary. In particular, game genres are of interest: No two experts seem to agree on what they are and how they relate to each other. We…