Related papers: Mek: Mechanics Prototyping Tool for 2D Tile-Based …
Designing and building automated systems with which people can interact naturally is one of the emerging objective of Mechatronics. In this perspective multimodality and adaptivity represent focal issues, enabling users to communicate more…
This paper introduces our gamification of a part of our software design curriculum. Based on typical design principles a motivating learning game is developed to train students in software design. We use Bloom's taxonomy to determine…
Use of intelligent decision aids can help alleviate the challenges of planning complex operations. We describe integrated algorithms, and a tool capable of translating a high-level concept for a tactical military operation into a fully…
Text-to-level generation aims to translate natural language descriptions into structured game levels, enabling intuitive control over procedural content generation. While prior text-to-level generators are typically limited to a single game…
This work demonstrates that natural language transformers can support more generic strategic modeling, particularly for text-archived games. In addition to learning natural language skills, the abstract transformer architecture can generate…
The availability of interaction devices has raised interest in techniques to support the user interface (UI). A UI specification describes the functions that a system provides to its users by capturing the interface details and includes…
The prototyping of computer games, particularly card games, requires extensive human effort in creative ideation and gameplay evaluation. Recent advances in Large Language Models (LLMs) offer opportunities to automate and streamline these…
We study expression learning problems with syntactic restrictions and introduce the class of finite-aspect checkable languages to characterize symbolic languages that admit decidable learning. The semantics of such languages can be defined…
In the field of Human-Computer Interaction (HCI), interactive devices with embedded mechanical computation are gaining attention. The rise of these cutting-edge devices has created a need for specialized design tools that democratize the…
We propose a new form of human-machine interaction. It is a pictorial game consisting of interactive rounds of creation between artists and a machine. They repetitively paint one after the other. At its rounds, the computer partially…
Large language models can generate plausible game code, but turning this capability into \emph{iterative creative improvement} remains difficult. In practice, single-shot generation often produces brittle runtime behavior, weak accumulation…
We develop methods to formally describe and compare games, in order to probe questions of game structure and design, and as a stepping stone to predicting player behavior from design patterns. We define a grammar-like formalism to describe…
Large Language Models (LLMs) have demonstrated impressive capabilities as intelligent agents capable of solving complex problems. However, effective planning in scenarios involving dependencies between API or tool calls-particularly in…
Help facilities have been crucial in helping users learn about software for decades. But despite widespread prevalence of game engines and game editors that ship with many of today's most popular games, there is a lack of empirical evidence…
Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large space of potential games under most such representations, and…
The most commonly used interface between a video game and the human user is a handheld "game controller", "game pad", or in some occasions an "arcade stick." Directional pads, analog sticks and buttons - both digital and analog - are linked…
We propose the problem of tutorial generation for games, i.e. to generate tutorials which can teach players to play games, as an AI problem. This problem can be approached in several ways, including generating natural language descriptions…
Experience Management studies AI systems that automatically adapt interactive experiences such as games to tailor to specific players and to fulfill design goals. Although it has been explored for several decades, existing work in…
Game Design Pillars are natural language artifacts commonly used in game development to communicate a project's core vision and ensure a coherent player experience. Their linguistic nature aligns well with the strengths of Large Language…
Machine Translation (MT) tools are widely used today, often in contexts where professional translators are not present. Despite progress in MT technology, a gap persists between system development and real-world usage, particularly for…