Related papers: Conceptual Game Expansion
Procedural content generation via Machine Learning (PCGML) is the umbrella term for approaches that generate content for games via machine learning. One of the benefits of PCGML is that, unlike search or grammar-based PCG, it does not…
This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. Text-based computer games describe their world to the player through natural language and…
Iterated admissibility is a well-known and important concept in classical game theory, e.g. to determine rational behaviors in multi-player matrix games. As recently shown by Berwanger, this concept can be soundly extended to infinite games…
Game semantics is a rich and successful class of denotational models for programming languages. Most game models feature a rather intuitive setup, yet surprisingly difficult proofs of such basic results as associativity of composition of…
Design representation is a common task in the design process to facilitate learning, analysis, redesign, communication, and other design activities. Traditional representation techniques rely on human expertise and manual construction and…
Game extension is an entertaining activity that offers an opportunity to test new design approaches by non-programmers. The real challenge is to enable this activity by means of a suitable infrastructure. We propose a knowledge-driven…
Formal models of games help us account for and predict behavior, leading to more robust and innovative designs. While the games research community has proposed many formalisms for both the "game half" (game models, game description…
Automated game design (AGD), the study of automatically generating game rules, has a long history in technical games research. AGD approaches generally rely on approximations of human play, either objective functions or AI agents. Despite…
Graph games of infinite length are a natural model for open reactive processes: one player represents the controller, trying to ensure a given specification, and the other represents a hostile environment. The evolution of the system…
We present Mortar, a system for autonomously evolving game mechanics for automatic game design. Game mechanics define the rules and interactions that govern gameplay, and designing them manually is a time-consuming and expert-driven…
Over the last several decades, computer games started to have a significant impact on society. However, although a computer game is a type of software, the process to conceptualize, produce and deliver a game could involve unusual features.…
The ability to inferring latent psychological traits from human behavior is key to developing personalized human-interacting machine learning systems. Approaches to infer such traits range from surveys to manually-constructed experiments…
As a novel and fast-changing field, the video game industry does not have a fixed and well-defined vocabulary. In particular, game genres are of interest: No two experts seem to agree on what they are and how they relate to each other. We…
Mechanism design is a well-established game-theoretic paradigm for designing games to achieve desired outcomes. This paper addresses a closely related but distinct concept, equilibrium design. Unlike mechanism design, the designer's…
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…
As technologies become more and more pervasive, there is a need for considering the affective dimension of interaction with computer systems to make them more human-like. Current demands for this matter include accurate emotion recognition,…
Game designers use human playtesting to gather feedback about game design elements when iteratively improving a game. Playtesting, however, is expensive: human testers must be recruited, playtest results must be aggregated and interpreted,…
This paper proposes a generative approach for the automatic typesetting of books in desktop publishing. The presented system consists in a computer script that operates inside a widely used design software tool and implements a generative…
The increasing complexity of gameplay mechanisms in modern video games is leading to the emergence of a wider range of ways to play games. The variety of possible play-styles needs to be anticipated by designers, through automated tests.…
We present a functional framework for automated mechanism design based on a two-stage game model of strategic interaction between the designer and the mechanism participants, and apply it to several classes of two-player infinite games of…