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Designing pacing for video games presents a unique set of challenges. Due to their interactivity, non-linearity, and narrative nature, many aspects must be coordinated and considered simultaneously. In addition, games are often developed in…
This study examines students' na\"ive mindset (misconceptions) about video game development, idealized and inaccurate beliefs that shape an unrealistic understanding of the field. The research evaluated the effectiveness of a…
Building of tools--from simple prototypes to industrial-strength applications--is a pervasive activity in academic research. When proposing a new technique for software maintenance, effective tool support is typically required to…
People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it. In this paper we define the term 'PCG-based game', and explain how this concept follows on from the idea of an…
This paper focuses on "tracing player knowledge" in educational games. Specifically, given a set of concepts or skills required to master a game, the goal is to estimate the likelihood with which the current player has mastery of each of…
We propose a novel architecture design for video prediction in order to utilize procedural domain knowledge directly as part of the computational graph of data-driven models. On the basis of new challenging scenarios we show that…
The explosive growth of the video game industry has created an urgent need for recommendation systems that can scale with expanding catalogs and maintain user engagement. While prior work has explored accuracy and diversity in…
This paper introduces application of Reflexive Game Theory to the matter of multistage decision making processes. The idea behind is that each decision making session has certain parameters like "when the session is taking place", "who are…
In an era dominated by information overload, effective recommender systems are essential for managing the deluge of data across digital platforms. Multi-stage cascade ranking systems are widely used in the industry, with retrieval and…
In software engineering (SE) tasks, the naming approach is so important that it attracts many scholars from all over the world to study how to improve the quality of method names. To accurately recommend method names, we employ a novel…
This paper reviews the major methods and theories regarding the preservation of new media artifacts such as videogames, and argues for the importance of collecting and coming to a better understanding of videogame artifacts of creation,…
Very little has been explored about the narrative as a process when constructing entertainment for interactive media. Simultaneously, the interest in narrative vehicles increases while certain occupations, seeing the narrative as a…
Process discovery aims to automatically derive process models from historical execution data (event logs). While various process discovery algorithms have been proposed in the last 25 years, there is no consensus on a dominating discovery…
In this paper, we present a method for automated persona-driven video game tutorial level generation. Tutorial levels are scenarios in which the player can explore and discover different rules and game mechanics. Procedural personas can…
With the explosive growth of online products and content, recommendation techniques have been considered as an effective tool to overcome information overload, improve user experience, and boost business revenue. In recent years, we have…
Before the computer age, games were played in the physical world where players would have to interact with real objects and each other, triggering a series of emotions. Nowadays, the computer games have become one of the most popular forms…
This chapter reports an empirical teaching experience integrating newsgame creation-serious games addressing current events and contributing to public debate-into an introductory game design course for engineering students. From 2010 to…
The term Procedural Content Generation (PCG) refers to the (semi-)automatic generation of game content by algorithmic means, and its methods are becoming increasingly popular in game-oriented research and industry. A special class of these…
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…
Reward design plays a pivotal role in the training of game AIs, requiring substantial domain-specific knowledge and human effort. In recent years, several studies have explored reward generation for training game agents and controlling…