Related papers: A Framework for Exploring and Evaluating Mechanics…
Human computation games (HCGs) can provide novel solutions to intractable computational problems, help enable scientific breakthroughs, and provide datasets for artificial intelligence. However, our knowledge about how to design and deploy…
Human computation systems (HCSs) have been widely adopted in various domains. Their goal is to harness human intelligence to solve computational problems that are beyond the capability of modern computers. One of the most challenging…
External knowledge graphs (KGs) can be used to augment large language models (LLMs), while simultaneously providing an explainable knowledge base of facts that can be inspected by a human. This approach may be particularly valuable in…
Computational design is aimed at supporting or automating design processes using computational techniques. However, some classes of design tasks involve criteria that are difficult to handle only with computers. For example, visual design…
A human computation system can be viewed as a distributed system in which the processors are humans, called workers. Such systems harness the cognitive power of a group of workers connected to the Internet to execute relatively simple…
Automated game design is the problem of automatically producing games through computational processes. Traditionally, these methods have relied on the authoring of search spaces by a designer, defining the space of all possible games for…
Computational psychiatry is a field aimed at developing formal models of information processing in the human brain, and how alterations in this processing can lead to clinical phenomena. Despite significant progress in the development of…
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…
Procedural content generation (PCG) has made substantial progress in shaping static 2D/3D geometry, while most methods treat gameplay mechanics as auxiliary and optimize only over space. We argue that this limits controllability and…
Large language models (LLMs) have demonstrated strong capabilities in knowledge representation and reasoning based on textual data. However, their reliance on language material alone limits their ability to adapt, verify reasoning outcomes,…
Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and…
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,…
The increase of existing computational capabilities has made simulation emerge as a third discipline of Science, lying midway between experimental and purely theoretical branches [1, 2]. Simulation enables the evaluation of quantities which…
Game engines help developers create video games and avoid duplication of code and effort, like frameworks for traditional software systems. In this paper, we explore open-source game engines along three perspectives: literature, code, and…
We propose methods for analysis, design, and evaluation of Meaningful Human Control (MHC) for defense technologies from the perspective of military human-machine teaming (HMT). Our approach is based on three principles. Firstly, MHC should…
We propose the study of mathematical ludology, which aims to formally interrogate questions of interest to game studies and game design in particular. The goal is to extend our mathematical understanding of complex games beyond…
The metaverse is regarded as a new wave of technological transformation that provides a virtual space for people to interact through digital avatars. To achieve immersive user experiences in the metaverse, real-time rendering is the key…
This paper proposes Hodge Potential Choice (HPC), a new solution for abstract games with irreflexive dominance relations. This solution is formulated by involving geometric tools like differential forms and Hodge decomposition onto abstract…
With increasing game size, a problem of computational complexity arises. This is especially true in real world problems such as in social systems, where there is a significant population of players involved in the game, and the complexity…
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…