Related papers: Conceptual Game Expansion
We present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of systemic rewards and agential motivations. By disentangling player and systemic influences, mechanics may be better…
Creating and evaluating games manually is an arduous and laborious task. Procedural content generation can aid by creating game artifacts, but usually not an entire game. Evolutionary game design, which combines evolutionary algorithms with…
This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas. Theoretically grounded in psychological decision theory,…
Speedrunning in general means to play a video game fast, i.e. using all means at one's disposal to achieve a given goal in the least amount of time possible. To do so, a speedrun must be planned in advance, or routed, as referred to by the…
We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models. Inspired by James P. Carse's distinction between finite and infinite…
Refinement based formal methods allow the modelling of systems through incremental steps via abstraction. Discovering the right levels of abstraction, formulating correct and meaningful invariants, and analysing faulty models are some of…
Logic programming with fixed-point definitions is a useful extension of traditional logic programming. Fixed-point definitions can capture simple model checking problems and closed-world assumptions. Its operational semantics is typically…
Video game playing is an extremely structured domain where algorithmic decision-making can be tested without adverse real-world consequences. While prevailing methods rely on image inputs to avoid the problem of hand-crafting state space…
Crafting automation systems tailored for specific domains requires aligning the space of human experts' semantics with the space of robot executable actions, and scheduling the required resources and system layout accordingly. Regrettably,…
Text-based games are suitable test-beds for designing agents that can learn by interaction with the environment in the form of natural language text. Very recently, deep reinforcement learning based agents have been successfully applied for…
Games have long been a microcosm for studying planning and reasoning in both natural and artificial intelligence, especially with a focus on expert-level or even super-human play. But real life also pushes human intelligence along a…
Examining games from a fresh perspective we present the idea of game-inspired and game-based algorithms, dubbed "gamorithms".
In recent years, machine learning (ML) systems have been increasingly applied for performing creative tasks. Such creative ML approaches have seen wide use in the domains of visual art and music for applications such as image and music…
This work extends the present author's computational game semantics of Martin-L\"{o}f type theory to the cumulative hierarchy of universes. This extension completes game semantics of all standard types of Martin-L\"{o}f type theory for the…
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…
In recent years, Artificial Intelligence Generated Content (AIGC) has advanced from text-to-image generation to text-to-video and multimodal video synthesis. However, generating playable games presents significant challenges due to the…
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…
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…
We study life over the course of video game history as represented by their mechanics. While there have been some variations depending on genre or "character type", we find that most games converge to a similar representation. We also…
This paper presents a new model for word sense disambiguation formulated in terms of evolutionary game theory, where each word to be disambiguated is represented as a node on a graph whose edges represent word relations and senses are…