Related papers: Exploring Asymmetric Roles in Mixed-Ability Gaming
We study building embodied agents for open-ended creative tasks. While existing methods build instruction-following agents that can perform diverse open-ended tasks, none of them demonstrates creativity -- the ability to give novel and…
We investigate quantum games in which the information is asymmetrically distributed among the players, and find the possibility of the quantum game outperforming its classical counterpart depends strongly on not only the entanglement, but…
This work aims to investigate how the amenities offered by Intelligent Environments can be used to shape new types of useful, exciting and fulfilling experiences while watching sports or movies. Towards this direction, two ambient media…
Automated game design is a rapidly growing area of research, yet many aspects of game design lie largely unexamined still, as most systems focus on two-dimensional games with clear objectives and goal-oriented gameplay. This paper describes…
Naturally, university courses should be designed to attract students, engaging them to achieve learning goals. Toward this end, the use of Serious Games has been proposed in the literature. To address positive effects, such as content…
Architectural Education faces limitations due to its tactile approach to learning in classrooms with only 2-D and 3-D tools. At a higher level, virtual reality provides a potential for delivering more information to individuals undergoing…
This study provides a model of cyber deception with asymmetric recognition represented by private beliefs. Signaling games, which are often used in existing works, are built on the implicit premise that the receiver's belief is public…
Balancing game difficulty in video games is a key task to create interesting gaming experiences for players. Mismatching the game difficulty and a player's skill or commitment results in frustration or boredom on the player's side, and…
Navigating spaces is an embodied experience. Examples can vary from rescue workers trying to save people from natural disasters; a tourist finding their way to the nearest coffee shop, or a gamer solving a maze. Virtual reality allows these…
Game difficulty is a crucial aspect of game design, that can be directly influenced by tweaking game mechanics. Perceived difficulty can however also be influenced by simply altering the graphics to something more threatening. Here, we…
Dynamic game theory is an increasingly popular tool for modeling multi-agent, e.g. human-robot, interactions. Game-theoretic models presume that each agent wishes to minimize a private cost function that depends on others' actions. These…
Augmented and virtual reality (AR/VR) hold significant potential to transform how we communicate, collaborate, and interact with others. However, there has been a lack of work to date investigating accessibility barriers in relation to…
This paper investigates the dynamics of competition among organizations with unequal expertise. Multi-agent reinforcement learning has been used to simulate and understand the impact of various incentive schemes designed to offset such…
Recent advancements have expanded the role of Large Language Models in board games from playing agents to creative co-designers. However, a critical gap remains: current systems lack the capacity to offer constructive critique grounded in…
Training resources for parasports are limited, reducing opportunities for athletes and coaches to engage with sport-specific movements and tactical coordination. To address this gap, we developed BRIDGE, a system that integrates a…
Utilitarian games such as dictator games to measure fairness have been studied in the social sciences for decades. These games have given us insight into not only how humans view fairness but also in what conditions the frequency of…
Spatial reasoning and collaboration are essential for childhood development, yet blind and visually impaired (BVI) children often lack access to tools that foster these skills. Tactile maps and assistive technologies primarily focus on…
This paper suggests that recent developments in video game technology have occurred in parallel to play being moved from public into private spaces, which has had impact on the way people interact with games. The paper also argues and that…
An emerging body of research indicates that ineffective cross-functional collaboration -- the interdisciplinary work done by industry practitioners across roles -- represents a major barrier to addressing issues of fairness in AI design and…
We propose the following question: what game-like interactive system would provide a good environment for measuring the impact and success of a co-creative, cooperative agent? Creativity is often formulated in terms of novelty, value,…