Related papers: Game Engine Comparative Anatomy
Graphics processing units (GPUs) in embedded mobile platforms are reaching performance levels where they may be useful for computer vision applications. We compare two generations of embedded GPUs for mobile devices when running a…
We present Ringo, a system for analysis of large graphs. Graphs provide a way to represent and analyze systems of interacting objects (people, proteins, webpages) with edges between the objects denoting interactions (friendships, physical…
Hybrid computational architectures based on the joint power of Central Processing Units and Graphic Processing Units (GPUs) are becoming popular and powerful hardware tools for a wide range of simulations in biology, chemistry, engineering,…
Generating a game is not the same as making one that can be played. Despite advances in code generation, existing approaches treat game generation as one-shot translation from prompt to artifact, leaving interaction-level failures…
In this report we describe a tool for comparing the performance of graphical causal structure learning algorithms implemented in the TETRAD freeware suite of causal analysis methods. Currently the tool is available as package in the TETRAD…
Technology-sustained pervasive games, contrary to technology-supported pervasive games, can be understood as computer games interfacing with the physical world. Pervasive games are known to make use of 'non-standard input devices' and with…
With the advent of high-performance computing techniques, the data for analysis has grown significantly. Here, graphic processing unit (GPU) based program kernels are discussed to exploit parallelism in the analysis codes specific to…
Game development sits at the intersection of creative design and intricate software engineering, demanding the joint orchestration of game engines, real-time loops, and tightly coupled state across many files. While Large Language Models…
We consider multi-player games played on graphs, in which the players aim at fulfilling their own (not necessarily antagonistic) objectives. In the spirit of evolutionary game theory, we suppose that the players have the right to repeatedly…
The design, implementation and testing of Multi Agent Systems is typically a very complex task. While a number of specialist agent programming languages and toolkits have been created to aid in the development of such systems, the provision…
This paper wants to focus on providing a characterization of the runtime performances of state-of-the-art implementations of KGE alghoritms, in terms of memory footprint and execution time. Despite the rapidly growing interest in KGE…
We study the problem of building a controller that can follow open-ended instructions in open-world environments. We propose to follow reference videos as instructions, which offer expressive goal specifications while eliminating the need…
Using an interface inserted in a background mesh is an alternative way of constructing a complex geometrical shape with a relative low meshing efforts. However, this process may require special treatment of elements cut by the interface.…
Non-functional properties, such as runtime or memory use, are important to mobile app users and developers, as they affect user experience. Previous work on automated improvement of non-functional properties in mobile apps failed to address…
Graph Transformers (GTs) have recently demonstrated remarkable performance across diverse domains. By leveraging attention mechanisms, GTs are capable of modeling long-range dependencies and complex structural relationships beyond local…
We present Mortar, a system for autonomously evolving game mechanics for automatic game design. Game mechanics define the rules and interactions that govern gameplay, and designing them manually is a time-consuming and expert-driven…
The development of web applications that manipulate geo-referenced information is often supported by Application Programming Interfaces (APIs), al-lowing a fast development cycle for high quality applications. APIs can be used by…
Providing fault-tolerance for long-running GPU-intensive jobs requires application-specific solutions, and often involves saving the state of complex data structures spread among many graphics libraries. This work describes a mechanism for…
This work proposes a novel approach to transform any modern game engine pipeline, for optimized performance and enhanced user experiences in Extended Reality (XR) environments. Decoupling the physics engine from the game engine pipeline and…
The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game rules and autonomously generate game-play processes. The IDGE allows users to create…