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Interactive applications incorporating high-data rate sensing and computer vision are becoming possible due to novel runtime systems and the use of parallel computation resources. To allow interactive use, such applications require careful…
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…
Machine playtesting tools and game moment search engines require exposure to the diversity of a game's state space if they are to report on or index the most interesting moments of possible play. Meanwhile, mobile app distribution services…
Videogames developed in the 1970s and 1980s were modest programs created in a couple of months by a single person, who played the roles of designer, artist and programmer. Since then, videogames have evolved to become a multi-million dollar…
Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we…
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…
Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to…
General game testing relies on the use of human play testers, play test scripting, and prior knowledge of areas of interest to produce relevant test data. Using deep reinforcement learning (DRL), we introduce a self-learning mechanism to…
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…
Personality assessment in career guidance and personnel selection traditionally relies on self-report questionnaires, which are susceptible to response bias, fatigue, and intentional distortion. Game-based assessment offers a promising…
Classification algorithms aim to predict an unknown label (e.g., a quality class) for a new instance (e.g., a product). Therefore, training samples (instances and labels) are used to deduct classification hypotheses. Often, it is relatively…
Automated game balancing has often focused on single-agent scenarios. In this paper we present a tool for balancing multi-player games during game design. Our approach requires a designer to construct an intuitive graphical representation…
Recent advancements have expanded the role of Large Language Models in board games from playing agents to creative co-designers. However, a critical gap remains: current systems lack the capacity to offer constructive critique grounded in…
A playtest is the process in which human testers are recruited to play video games and to reveal software bugs. Manual testing is expensive and time-consuming, especially when there are many mobile games to test and every software version…
In the future, artificial learning agents are likely to become increasingly widespread in our society. They will interact with both other learning agents and humans in a variety of complex settings including social dilemmas. We consider the…
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…
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…
Training AI models is challenging, particularly when crafting behavior instructions. Traditional methods rely on machines (supervised learning) or manual pattern discovery, which results in not interpretable models or time sink. While Large…
Teaching assembly programming is a fundamental component of undergraduate computer science education, yet many students struggle with its abstract and low-level concepts. Existing learning tools, such as simulators and visualisers, support…
When humans interact with learning-based control systems, a common goal is to minimize a cost function known only to the human. For instance, an exoskeleton may adapt its assistance in an effort to minimize the human's metabolic…