Related papers: Automated Game Design Learning
The understanding and acceptance of evolution by natural selection has become a difficult issue in many parts of the world, particularly the United States of America. The use of games to improve intuition about evolution via natural…
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…
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer.…
Recent advances in artificial intelligence have been strongly driven by the use of game environments for training and evaluating agents. Games are often accessible and versatile, with well-defined state-transitions and goals allowing for…
Machine learning has made tremendous progress in recent years and received large amounts of public attention. Though we are still far from designing a full artificially intelligent agent, machine learning has brought us many applications in…
While current General Game Playing (GGP) systems facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often somewhat specialised and computationally inefficient. In this paper, we describe the "ludemic"…
General game playing (GGP) is a framework for evaluating an agent's general intelligence across a wide range of tasks. In the GGP competition, an agent is given the rules of a game (described as a logic program) that it has never seen…
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of…
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…
Games offer a compelling paradigm for developing general reasoning capabilities in language models, as they naturally demand strategic planning, probabilistic inference, and adaptive decision-making. However, existing self-play approaches…
Quality of General Game Playing (GGP) matches suffers from slow state-switching and weak knowledge modules. Instantiation and Propositional Networks offer great performance gains over Prolog-based reasoning, but do not scale well. In this…
This paper explores the factors and theory behind the user-centered research that is necessary to create a successful game-like prototype, and user experience, for malicious users in a cybersecurity context. We explore what is known about…
With respect to digital games, older adults are a demographic that is often underserved due to an industry-wide focus on younger audiences' preferences and skill sets. Meanwhile, as artificial intelligence (AI) continues to expand into…
This work introduces a unified framework for analyzing games in greater depth. In the existing literature, players' strategies are typically assigned scalar values, and equilibrium concepts are used to identify compatible choices. However,…
The increasing use of Artificial Intelligence (AI) by students in learning presents new challenges for assessing their learning outcomes in project-based learning (PBL). This paper introduces a co-design study to explore the potential of…
Developing reasoning capabilities in multimodal large language models (MLLMs) remains challenging. Motivated by literature suggesting that gameplay promotes transferable reasoning skills, we propose a novel post-training method, Visual Game…
The increasing complexity of gameplay mechanisms in modern video games is leading to the emergence of a wider range of ways to play games. The variety of possible play-styles needs to be anticipated by designers, through automated tests.…
The rapid advancements in large language models (LLMs) have presented challenges in evaluating those models. Existing evaluation methods are either reference-based or preference based, which inevitably need human intervention or introduce…
Video game playing is an extremely structured domain where algorithmic decision-making can be tested without adverse real-world consequences. While prevailing methods rely on image inputs to avoid the problem of hand-crafting state space…
This paper focuses on "tracing player knowledge" in educational games. Specifically, given a set of concepts or skills required to master a game, the goal is to estimate the likelihood with which the current player has mastery of each of…