Related papers: From Pixels to Affect: A Study on Games and Player…
Defining and measuring decision-making styles, also known as playstyles, is crucial in gaming, where these styles reflect a broad spectrum of individuality and diversity. However, finding a universally applicable measure for these styles…
We introduce Pixels2Play-0.1 (P2P0.1), a foundation model that learns to play a wide range of 3D video games with recognizable human-like behavior. Motivated by emerging consumer and developer use cases - AI teammates, controllable NPCs,…
The development of believable, natural, and interactive digital artificial agents is a field of growing interest. Theoretical uncertainties and technical barriers present considerable challenges to the field, particularly with regards to…
Is it possible to predict the motivation of players just by observing their gameplay data? Even if so, how should we measure motivation in the first place? To address the above questions, on the one end, we collect a large dataset of…
Human gameplay is a visually grounded interaction loop in which players act, reflect on failures, and watch tutorials to refine strategies. Can Vision-Language Models (VLMs) also learn from video-based reflection? We present GameVerse, a…
Deep reinforcement learning (DRL) has attracted much attention in automated game testing. Early attempts rely on game internal information for game space exploration, thus requiring deep integration with games, which is inconvenient for…
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work…
Classic evaluation methods of believable agents are time-consuming because they involve many human to judge agents. They are well suited to validate work on new believable behaviours models. However, during the implementation, numerous…
Despite the abundance of current researches working on the sentiment analysis from videos and audios, finding the best model that gives the highest accuracy rate is still considered a challenge for researchers in this field. The main…
Understanding the emotional impact of movies has become important for affective movie analysis, ranking, and indexing. Methods for recognizing evoked emotions are usually trained on human annotated data. Concretely, viewers watch video…
Video games are a compelling source of annotated data as they can readily provide fine-grained groundtruth for diverse tasks. However, it is not clear whether the synthetically generated data has enough resemblance to the real-world images…
Behavioural cloning, where a computer is taught to perform a task based on demonstrations, has been successfully applied to various video games and robotics tasks, with and without reinforcement learning. This also includes end-to-end…
Modeling tap or click sequences of users on a mobile device can improve our understandings of interaction behavior and offers opportunities for UI optimization by recommending next element the user might want to click on. We analyzed a…
Affect recognition aims to detect a person's affective state based on observables, with the goal to e.g. provide reasoning for decision making or support mental wellbeing. Recently, besides approaches based on audio, visual or text…
In recent years, the use of bio-sensing signals such as electroencephalogram (EEG), electrocardiogram (ECG), etc. have garnered interest towards applications in affective computing. The parallel trend of deep-learning has led to a huge leap…
Modern 3D game levels rely heavily on visual guidance, yet the navigability of level layouts remains difficult to quantify. Prior work either simulates play in simplified environments or analyzes static screenshots for visual affordances,…
In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique…
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, ``giving the feeling of being controlled by a player'', and outline the problem of its…
Virtual reality has been effectively used for eliciting emotions, yet most research focuses on the intensity of affective responses rather than on how interaction influences those experiences. To address this gap, we advance a validated VR…
Recent advances in neurosciences and psychology have provided evidence that affective phenomena pervade intelligence at many levels, being inseparable from the cognitionaction loop. Perception, attention, memory, learning, decisionmaking,…