Related papers: Automatic Game Design via Mechanic Generation
Game design hinges on understanding how static rules and content translate into dynamic player behavior - something modern generative systems that inspect only a game's code or assets struggle to capture. We present an automated design…
Introduction: As digital games grow in complexity, the role of the Game Producer becomes increasingly relevant for aligning creative, technical, and business dimensions. Objective: This study aimed to identify and map the main…
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…
The current investigations on hyper-heuristics design have sprung up in two different flavours: heuristics that choose heuristics and heuristics that generate heuristics. In the latter, the goal is to develop a problem-domain independent…
Maximalism in art refers to drawing on and combining multiple different sources for art creation, embracing the resulting collisions and heterogeneity. This paper discusses the use of maximalism in game design and particularly in data…
This paper explores adaptive problem solving with a game designed to support the development of problem-solving skills. Using an adaptive, AI-powered puzzle game, our adaptive problem-solving system dynamically generates pathfinding-based…
As the complexity and scope of games increase, game testing, also called playtesting, becomes an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of game testing leaves space for automation. In this…
Emergency training and planning provide structured curricula, rule-based action items, and interdisciplinary collaborative entities to imitate and teach real-life tasks. This rule-based structure enables the curricula to be transferred into…
Game theory offers a powerful framework for analyzing strategic interactions among decision-makers, providing tools to model, analyze, and predict their behavior. However, implementing game theory can be challenging due to difficulties in…
Combinatorial games lead to several interesting, clean problems in algorithms and complexity theory, many of which remain open. The purpose of this paper is to provide an overview of the area to encourage further research. In particular, we…
Computer games represent an ideal research domain for the next generation of personalized digital applications. This paper presents a player-centered framework of AI for game personalization, complementary to the commonly used…
We introduce and investigate a range of general notions of a game. Our principal notion is based on a set of agents modifying a relational structure in a discrete evolution sequence. We also introduce and study a variety of ways to model…
In this chapter, we deal with some specific domains of applications to game theory. This is one of the major class of models in the new approaches of modelling in the economic domain. For that, we use genetic automata which allow to build…
In this paper, we propose a method and workflow for automating regression testing of certain video game aspects using automated planning and incremental action model learning techniques. The basic idea is to use detailed game logs and…
Do you remember your first video game console? We remember ours. Decades ago, they provided hours of entertainment. Now, we have repurposed them to solve dynamic and stochastic optimization problems. With deep reinforcement learning methods…
Creatively translating complex gameplay ideas into executable artifacts (e.g., games as Unity projects and code) remains a central challenge in computational game creativity. Gameplay design patterns provide a structured representation for…
ANGELINA is an automated game design system which has previously been built as a single software block which designs games from start to finish. In this paper we outline a roadmap for the development of a new version of ANGELINA, designed…
Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large. One of the most promising methods for achieving…
In typical reinforcement learning (RL), the environment is assumed given and the goal of the learning is to identify an optimal policy for the agent taking actions through its interactions with the environment. In this paper, we extend this…
Attribute-driven software architecture design aims to provide decision support by taking into account the quality attributes of softwares. A central question in this process is: What architecture design best fulfills the desirable software…