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The automation of functional testing in software has allowed developers to continuously check for negative impacts on functionality throughout the iterative phases of development. This is not the case for User eXperience (UX), which has…
Computer games are very challenging to handle for traditional automated testing algorithms. In this paper we will look at intelligent agents as a solution. Agents are suitable for testing games, since they are reactive and able to reason…
The development of believable, natural, and interactive digital artificial agents is a field of growing interest. Theoretical uncertainties and technical barriers present considerable challenges to the field, particularly with regards to…
In this study into the player's emotional theory of mind of gameplaying agents, we investigate how an agent's behaviour and the player's own performance and emotions shape the recognition of a frustrated behaviour. We focus on the…
Recent advances in neurosciences and psychology have provided evidence that affective phenomena pervade intelligence at many levels, being inseparable from the cognitionaction loop. Perception, attention, memory, learning, decisionmaking,…
In this paper, we present a visual emulator of the emotions seen in characters in stories. This system is based on a simplified view of the cognitive structure of emotions proposed by Ortony, Clore and Collins (OCC Model). The goal of this…
Player Experience Modelling (PEM) is the study of AI techniques applied to modelling a player's experience within a video game. PEM development can be labour-intensive, requiring expert hand-authoring or specialized data collection. In this…
Prior efforts to create an autonomous computer system capable of predicting what a human being is thinking or feeling from facial expression data have been largely based on outdated, inaccurate models of how emotions work that rely on many…
The ability of an intelligent environment to connect and adapt to real internal sates, needs and behaviors' meaning of humans can be made possible by considering users' emotional states as contextual parameters. In this paper, we build on…
Classic evaluation methods of believable agents are time-consuming because they involve many human to judge agents. They are well suited to validate work on new believable behaviours models. However, during the implementation, numerous…
To provide consistent emotional interaction with users, dialog systems should be capable to automatically select appropriate emotions for responses like humans. However, most existing works focus on rendering specified emotions in responses…
This paper presents a web-based demonstration of Emotion Twenty Questions (EMO20Q), a dialog game whose purpose is to study how people describe emotions. EMO20Q can also be used to develop artificially intelligent dialog agents that can…
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,…
Text data are being used as a lens through which human cognition can be studied at a large scale. Methods like emotion analysis are now in the standard toolkit of computational social scientists but typically rely on third-person annotation…
Quantitative research of emotions in psychology and machine-learning methods for extracting emotion components from text messages open an avenue for physical science to explore the nature of stochastic processes in which emotions play a…
Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether…
Game theory provides an effective way to model strategic interactions among rational agents. In the context of formal verification, these ideas can be used to produce guarantees on the correctness of multi-agent systems, with a diverse…
Quantitative analysis of Game User eXperience (GUX) is important to the game industry. Different from the typical questionnaire analysis, this paper focuses on the computational analysis of GUX. We aim to analyze the relationship between…
The process of playtesting a game is subjective, expensive and incomplete. In this paper, we present a playtesting approach that explores the game space with automated agents and collects data to answer questions posed by the designers.…
The game industry is challenged to cope with increasing growth in demand and game complexity while maintaining acceptable quality standards for released games. Classic approaches solely depending on human efforts for quality assurance and…