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We introduce GamePlot, an LLM-powered assistant that supports game designers in crafting immersive narratives for turn-based games, and allows them to test these games through a collaborative game play and refine the plot throughout the…
We define some notions of the decentralization of a deterministic input-output machine. This opens the possibility for introducing game-theoretic elements -- such as strategic players -- inside the machine, as part of its design.
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
Simulation is a prospective method for generating diverse and realistic traffic scenarios to aid in the development of driving decision-making systems. However, existing simulators often fall short in diverse scenarios or interactive…
Computer-Aided Design (CAD) applications are used in manufacturing to model everything from coffee mugs to sports cars. These programs are complex and require years of training and experience to master. A component of all CAD models…
We illustrate how purpose-specific, graphical modeling enables application experts with different levels of expertise to collaboratively design and then produce complex applications using their individual, purpose-specific modeling…
The design of video game levels is a complex and critical task. Levels need to elicit fun and challenge while avoiding frustration at all costs. In this paper, we present a framework to assist designers in the creation of levels for 2D…
Within the evolving field of digital intervention, serious games emerge as promising tools for evidence-based interventions. Research indicates that gamified therapy, whether employed independently or in conjunction with online…
Although many game-theoretic models replicate real interactions that often rely on natural language, explicit study of games where language is central to strategic interaction remains limited. This paper introduces the \emph{conversation…
Since ancient times, mechanical design aids have been developed to assist human users, aimed at improving the efficiency and effectiveness of design. However, even with the widespread use of contemporary Computer-Aided Design (CAD) systems,…
Human computation games (HCGs) are a crowdsourcing approach to solving computationally-intractable tasks using games. In this paper, we describe the need for generalizable HCG design knowledge that accommodates the needs of both players and…
Game development is a complex task involving multiple disciplines and technologies. Developers and researchers alike have suggested that AI-driven game design assistants may improve developer workflow. We present a recommender system for…
Interactive Task Learning (ITL) systems acquire task knowledge from human instructions in natural language interaction. The interaction design of ITL agents for hierarchical tasks stays uncharted. This paper studied Verbal Apprentice…
A game's theme is an important part of its design -- it conveys narrative information, rhetorical messages, helps the player intuit strategies, aids in tutorialisation and more. Thematic elements of games are notoriously difficult for AI…
Tool support for language engineering has typically prioritises concrete syntax over abstract syntax by providing meta-languages for expressing concrete syntax and then mapping concrete to abstract structures. Text-based languages are…
As we develop more assistive and automated game design systems, the question of how these systems should be integrated into game development workflows, and how much adaptation may be required, becomes increasingly important. In this paper…
Mechanism design is essentially reverse engineering of games and involves inducing a game among strategic agents in a way that the induced game satisfies a set of desired properties in an equilibrium of the game. Desirable properties for a…
We present \textbf{Turn}, a compiled, actor-based programming language -- statically typed for schema inference, dynamically typed at the value level -- for agentic software: programs that reason and act autonomously by delegating inference…
The present paper gives a mathematical, in particular, syntax-independent, formulation of intensionality and dynamics of computation in terms of games and strategies. Specifically, we give a game semantics for a higher-order programming…
We propose a new General Game Playing (GGP) language called Regular Boardgames (RBG), which is based on the theory of regular languages. The objective of RBG is to join key properties as expressiveness, efficiency, and naturalness of the…