Related papers: Adding educational funcionalities to classic board…
MiBoard (Multiplayer Interactive Board Game) is an online, turn-based board game, which is a supplement of the iSTART (Interactive Strategy Training for Active Reading and Thinking) application. MiBoard is developed to test the hypothesis…
Few classical games have been regarded as such significant benchmarks of artificial intelligence as to have justified training costs in the millions of dollars. Among these, Stratego -- a board wargame exemplifying the challenge of…
This technical report outlines the fundamental workings of the game logic behind Ludii, a general game system, that can be used to play a wide variety of games. Ludii is a program developed for the ERC-funded Digital Ludeme Project, in…
Serious games are widely used for learning and training across domains such as healthcare, defense, and education. Persistent challenges remain, however, including static scenario design, authoring bottlenecks, limited learner modeling, and…
Games have been the perfect test-beds for artificial intelligence research for the characteristics that widely exist in real-world scenarios. Learning and optimisation, decision making in dynamic and uncertain environments, game theory,…
Games on graphs provide a natural and powerful model for reactive systems. In this paper, we consider generalized reachability objectives, defined as conjunctions of reachability objectives. We first prove that deciding the winner in such…
Learning in games has emerged as a powerful tool for machine learning with numerous applications. Quantum games model interactions between strategic players who have access to quantum resources, and several recent works have studied…
Quantum technologies, i.e., technologies benefiting from the features of quantum physics such as objective randomness, superposition, and entanglement, have enabled an entirely different way of distributing and processing information. The…
We start with the well-known game below: Two players hold a sheet of paper to their forehead on which a positive integer is written. The numbers are consecutive and each player can only see the number of the other one. In each time step,…
Large Language Models (LLMs) reasoning abilities are increasingly being applied to classical board and card games, but the dominant approach -- involving prompting for direct move generation -- has significant drawbacks. It relies on the…
Security questions are one of the techniques used to recover passwords. The main limitation of security questions is that users find strong answers difficult to remember. This leads users to trade-off security for the convenience of an…
This study explores the role of gamification in enhancing academic library services in India by surveying library leaders across various institutions. Using game-like elements in non-game contexts, gamification can boost user engagement and…
Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements, to gamify a certain educational task. Instead, most provide a…
The article presents the possibilities of using game simulator Sotware Inc in the training of future software engineer in higher education. Attention is drawn to some specific settings that need to be taken into account when training in the…
We study the complexity of a particular class of board games, which we call `slide and merge' games. Namely, we consider 2048 and Threes, which are among the most popular games of their type. In both games, the player is required to slide…
This paper has two central aims: first, to provide simple conditions under which the generalized games in choice form and, consequently, the abstract economies, admit equilibrium; second, to study the solvability of several types of systems…
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…
Go gaming is a struggle for territory control between rival, black and white, stones on a board. We model the Go dynamics in a game by means of the Ising model whose interaction coefficients reflect essential rules and tactics employed in…
We study a referential game (a type of signaling game) where two agents communicate with each other via a discrete bottleneck to achieve a common goal. In our referential game, the goal of the speaker is to compose a message or a symbolic…
Phishing is an online identity theft that aims to steal sensitive information such as username, password and online banking details from its victims. Phishing education needs to be considered as a means to combat this threat. This paper…