Related papers: Is it Fun?: Understanding Enjoyment in Non-Game HC…
Many learning algorithms are known to converge to an equilibrium for specific classes of games if the same learning algorithm is adopted by all agents. However, when the agents are self-interested, a natural question is whether agents have…
Experimentation is a cornerstone of successful game development and live operations, enabling teams to optimize player engagement, retention, and monetization. This article provides a comprehensive guide to implementing experimentation in…
We describe nearly fifteen years of General Game Playing experimental research history in the context of reproducibility and fairness of comparisons between various GGP agents and systems designed to play games described by different…
Live action roleplay (larp) has a wide range of applications, and can be relevant in relation to HCI. While there has been research about larp in relation to topics such as embodied interaction, playfulness and futuring published in HCI…
The Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for…
Reinforcement learning algorithms rely on carefully engineering environment rewards that are extrinsic to the agent. However, annotating each environment with hand-designed, dense rewards is not scalable, motivating the need for developing…
As the video game market grows larger, it becomes harder to stand out from the crowd. Launching a successful game involves different aspects. But what are they? In this paper, we investigate some aspects of the high-rated games from a…
Usability is often defined as the ability of a system to carry out specific tasks by specific users in a specific context. Usability evaluation involves testing the system for its expected usability. Usability testing is performed in…
Outcome-driven studies designed to evaluate potential effects of games and apps designed to promote healthy eating and exercising remain limited either targeting design or usability factors while omitting out health-based outcomes…
AI solutionism is accelerated and substantiated by hype and HCI's elevation of novelty. Banning or abandoning technology is unlikely to work and probably not beneficial on the whole either -- but slow(er), deliberate use together with…
In recent years, there has been a growing interest in games on graphs within the research community, fueled by their relevance in applications such as economics, politics, and epidemiology. This paper aims to comprehensively detail the…
This paper contributes a new way to evaluate AI. Much as one might evaluate a machine in terms of its performance at chess, this approach involves evaluating a machine in terms of its performance at a game called "MAD Chairs". At the time…
In this workshop paper, we discuss the potential for measures of user-centric benefits (such as emotional well-being) that could be explored when evaluating explainable AI (XAI) systems within the arts. As a background to this, we draw from…
Understanding human behaviour in decision problems and strategic interactions has wide-ranging applications in economics, psychology, and artificial intelligence. Game theory offers a robust foundation for this understanding, based on the…
Recent discoveries in VR have opened up scope for designing physical tools and controllers to enhance immersion, through perceived reality. In a virtually simulated sports scenario it is challenging to immerse user because most of the…
Without an agreed-upon definition of intelligence, asking "is this system intelligent?"" is an untestable question. This lack of consensus hinders research, and public perception, on Artificial Intelligence (AI), particularly since the rise…
Students' satisfaction plays a vital role in success of an educational institute. Hence, many educational institutes continuously improve their service to produce a supportive learning environment to satisfy the student need. For this…
Quantitative measures of randomness in games are useful for game design and have implications for gambling law. We treat the outcome of a game as a random variable and derive a closed-form expression and estimator for the variance in the…
As AI becomes increasingly embedded in digital games, players' attitudes de-pend not only on whether AI is used, but also on where and how it intervenes in gameplay. This study examines players' evaluative patterns toward eight AI…
Ludics is a logical framework in which types/formulas are modelled by sets of terms with the same computational behaviour. This paper investigates the representation of inductive data types and functional types in ludics. We study their…