Related papers: Conceptual Game Expansion
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…
As the complexity and scope of game development increase, playtesting remains an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of playtesting gives space to improvements in the process. In this…
Game-theoretic approaches are envisioned to bring human-like reasoning skills and decision-making processes for autonomous vehicles (AVs). However, challenges including game complexity and incomplete information still remain to be addressed…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
Interactive fictions, or text-adventures, are games in which a player interacts with a world entirely through textual descriptions and text actions. Text-adventure games are typically structured as puzzles or quests wherein the player must…
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…
Dialogue authoring in large games requires not only content creation but the subtlety of its delivery, which can vary from character to character. Manually authoring this dialogue can be tedious, time-consuming, or even altogether…
This paper introduces a system used to generate game feature suggestions based on a text prompt. Trained on the game descriptions of almost 60k games, it uses the word embeddings of a small GLoVe model to extract features and entities found…
Compositional Game Theory is a new, recently introduced model of economic games based upon the computer science idea of compositionality. In it, complex and irregular games can be built up from smaller and simpler games, and the equilibria…
The objective of this book is to give a comprehensive presentation of the research field concerned with infinite duration games on graphs. Historically, these game models appeared in the study of automata and logic, and they later became…
Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…
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…
Many games often share common ideas or aspects between them, such as their rules, controls, or playing area. However, in the context of General Game Playing (GGP) for board games, this area remains under-explored. We propose to formalise…
We propose the study of mathematical ludology, which aims to formally interrogate questions of interest to game studies and game design in particular. The goal is to extend our mathematical understanding of complex games beyond…
Game maps are useful for human players, general-game-playing agents, and data-driven procedural content generation. These maps are generally made by hand-assembling manually-created screenshots of game levels. Besides being tedious and…
The Naming Game has been studied to explore the role of self-organization in the development and negotiation of linguistic conventions. In this paper, we define an automata networks approach to the Naming Game. Two problems are faced: (1)…
Protecting against adversarial attacks is a common multiagent problem. Attackers in the real world are predominantly human actors, and the protection methods often incorporate opponent models to improve the performance when facing humans.…
Designing human-centered AI-driven applications require deep understandings of how people develop mental models of AI. Currently, we have little knowledge of this process and limited tools to study it. This paper presents the position that…
Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…
People are remarkably capable of generating their own goals, beginning with child's play and continuing into adulthood. Despite considerable empirical and computational work on goals and goal-oriented behavior, models are still far from…