Related papers: The Documents and Assets Created During the Video …
This article explores the value and measurable effects of hard and soft skills in academia when teaching and developing abilities for the game industry. As we discuss, each individuals engagement with the subject directly impacts their…
The game industry is moving into an era where old-style game engines are being replaced by re-engineered systems with embedded machine learning technologies for the operation, analysis and understanding of game play. In this paper, we…
As the complexity and scope of game development increase, playtesting remains an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of playtesting gives space to improvements in the process. In this…
Game-playing AI research has focused for a long time on learning to play video games from visual input or symbolic information. However, humans benefit from a wider array of sensors which we utilise in order to navigate the world around us.…
Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically…
Recently, the emergence of large language models (LLMs) has unlocked new opportunities for procedural content generation. However, recent attempts mainly focus on level generation for specific games with defined game rules such as Super…
The creation of open archives i.e. archives where access is regulated by open licensing models (content, source, data), should be seen as part of a broader socio-economic phenomenon that finds legal expression in specific organizational and…
We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate…
While digital assistants are increasingly used to help with various productivity tasks, less attention has been paid to employing them in the domain of business documents. To build an agent that can handle users' information needs in this…
In recent years, with the vigorous development of the video game industry, the proportion of gaming videos on major video websites like YouTube has dramatically increased. However, relatively little research has been done on the automatic…
The goal of this exploratory research is to investigate how glitches and bugs within video games affect a players overall experience. The severity or frequency of bugs, as well as the nature of the bugs present, could influence how the…
Examining games from a fresh perspective we present the idea of game-inspired and game-based algorithms, dubbed "gamorithms".
This paper presents a review of the status of currencies in video games. The business of video games is a multibillion-dollar industry, and its internal economy design is an important field to investigate. In this study, we have…
The goal of video games is to challenge and entertain the players. Successful video games deliver experience that impact players on a level of arousal. Therefore undertaking a user experience (UX) study is crucial to ensure that a game…
Game agents such as opponents, non-player characters, and teammates are central to player experiences in many modern games. As the landscape of AI techniques used in the games industry evolves to adopt machine learning (ML) more widely, it…
The machine learning community currently has no standardized process for documenting datasets, which can lead to severe consequences in high-stakes domains. To address this gap, we propose datasheets for datasets. In the electronics…
The construction of business process models has become an important requisite in the analysis and optimization of processes. The success of the analysis and optimization efforts heavily depends on the quality of the models. Therefore, a…
There has been a remarkable increase in work at the interface of computer science and game theory in the past decade. In this article I survey some of the main themes of work in the area, with a focus on the work in computer science. Given…
Today's research progress in the field of multi-document summarization is obstructed by the small number of available datasets. Since the acquisition of reference summaries is costly, existing datasets contain only hundreds of samples at…
In this paper, the interaction of geopolitical actors in the production and sale of military equipment is studied. In section 2 the production of military equipment is considered as the two person zero-sum game. In such game, the strategies…