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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…
Video world models have shown immense promise for interactive simulation and entertainment, but current systems still struggle with two important aspects of interactivity: user control over the environment for reproducible, editable…
Traditional literature on camera network design focuses on constructing automated algorithms. These require problem specific input from experts in order to produce their output. The nature of the required input is highly unintuitive leading…
Making the hit effect satisfy players is a long-standing problem faced by action game designers. However, no research systematically analyzed which game design elements affect such game feel. There is not even a term to describe it. So, we…
Context. The game industry is increasingly growing in recent years. Every day, millions of people play video games, not only as a hobby, but also for professional competitions (e.g., e-sports or speed-running) or for making business by…
AI-controlled characters in fighting games are expected to possess reasonably high skills and behave in a believable, human-like manner, exhibiting a diversity of play styles and strategies. Thus, the development of fighting game AI…
One of the most promising technologies inside the Extended Reality (XR) spectrum is Augmented Reality. This technology is already in people's pockets regarding Mobile Augmented Reality with their smartphones. The scientific community still…
Competitive online games use rating systems to match players with similar skills to ensure a satisfying experience for players. In this paper, we focus on the importance of addressing different aspects of playing behavior when modeling…
Help facilities have been crucial in helping users learn about software for decades. But despite widespread prevalence of game engines and game editors that ship with many of today's most popular games, there is a lack of empirical evidence…
Experience Management studies AI systems that automatically adapt interactive experiences such as games to tailor to specific players and to fulfill design goals. Although it has been explored for several decades, existing work in…
The popularity of electronic games has grown steadily in recent years, attracting a broad audience across age groups. With this growth comes a large volume of related data, prompting efforts like the PlayMyData to compile and share…
Virtual Reality (VR) broadcasting has seen widespread adoption in major sports events, attributed to its ability to generate a sense of presence, curiosity, and excitement among viewers. However, we have noticed that still shots reveal a…
The goal of this exploratory research is to investigate how glitches and bugs within video games affect a players overall experience. The severity or frequency of bugs, as well as the nature of the bugs present, could influence how the…
Representing games through their pixels offers a promising approach for building general-purpose and versatile game models. While games are not merely images, neural network models trained on game pixels often capture differences of the…
Is it possible to predict the motivation of players just by observing their gameplay data? Even if so, how should we measure motivation in the first place? To address the above questions, on the one end, we collect a large dataset of…
AI is gradually receiving more attention as a fundamental feature to increase the immersion in digital games. Among the several AI approaches, player modeling is becoming an important one. The main idea is to understand and model the player…
While the situation has improved for text-only models, it again seems to be the case currently that multimodal (text and image) models develop faster than ways to evaluate them. In this paper, we bring a recently developed evaluation…
In geographic data videos, camera movements are frequently used and combined to present information from multiple perspectives. However, creating and editing camera movements requires significant time and professional skills. This work aims…
In this paper I present several algorithmic techniques for improving the decision process of multiple types of agents behaving in environments where their interests are in conflict. The interactions between the agents are modelled by using…
Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical…