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Architectural Design Rewriting (ADR, for short) is a rule-based formal framework for modelling the evolution of architectures of distributed systems. Rules allow ADR graphs to be refined. After equipping ADR with a simple logic, we equip…
Decomposition methods are often used for producing counterfactual predictions in non-strategic settings. When the outcome of interest arises from a game-theoretic setting where agents are better off by deviating from their strategies after…
An idealized, though simplistic, view of the referring expression production and grounding process in (situated) dialogue assumes that a speaker must merely appropriately specify their expression so that the target referent may be…
Many games are reliant on creating new and engaging content constantly to maintain the interest of their player-base. One such example are puzzle games, in such it is common to have a recurrent need to create new puzzles. Creating new…
Autonomous game design, generating games algorithmically, has been a longtime goal within the technical games research field. However, existing autonomous game design systems have relied in large part on human-authoring for game design…
We ideate a future design workflow that involves AI technology. Drawing from activity and communication theory, we attempt to isolate the new value large AI models can provide design compared to past technologies. We arrive at three…
Game theory provides a framework for studying communication dynamics and emergent phenomena arising from rational agent interactions. We present a model framework for the Volunteer's Dilemma with four key contributions: (1) formulating it…
The Entity-Component-System (ECS) software design pattern, long used in game development, encourages a clean separation of identity (entities), data properties (components), and computational behaviors (systems). Programs written using the…
In this article the most fundamental decomposition-based optimization method - block coordinate search, based on the sequential decomposition of problems in subproblems - and building performance simulation programs are used to reason about…
Game AI designers must manage complex interactions between the AI character, the game world, and the player, while achieving their design visions. Computational co-creativity tools can aid them, but first, AI and HCI researchers must gather…
This paper introduces a novel approach for the automated selection of software protections to mitigate MATE risks against critical assets within software applications. We formalize the key elements involved in protection decision-making -…
Over the last several decades, computer games started to have a significant impact on society. However, although a computer game is a type of software, the process to conceptualize, produce and deliver a game could involve unusual features.…
The complexity of computer games is ever increasing. In this setup, guiding an automated test algorithm to find a solution to solve a testing task in a game's huge interaction space is very challenging. Having a model of a system to…
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…
In dynamic noncooperative games, each player makes conjectures about other players' reactions before choosing a strategy. However, resulting equilibria may be multiple and do not always lead to desirable outcomes. These issues are typically…
Unique developmental and operational characteristics of ML components as well as their inherent uncertainty demand robust engineering principles are used to ensure their quality. We aim to determine how software systems can be (re-)…
Open-textured terms in written rules are typically settled through interpretive argumentation. Ongoing work has attempted to catalogue the schemes used in such interpretive argumentation. But how can the use of these schemes affect the way…
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…
This paper introduces a systematic methodological framework to design and analyze distributed algorithms for optimization and games over networks. Starting from a centralized method, we identify an aggregation function involving all the…
Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This…