Related papers: An Exploratory Approach for Game Engine Architectu…
On-screen game footage contains rich contextual information that players process when playing and experiencing a game. Learning pixel representations of games can benefit artificial intelligence across several downstream tasks including…
Recent advances in 3D scene generation produce visually appealing output, but current representations hinder artists' workflows that require modifiable 3D textured mesh scenes for visual effects and game development. Despite significant…
Creatively translating complex gameplay ideas into executable artifacts (e.g., games as Unity projects and code) remains a central challenge in computational game creativity. Gameplay design patterns provide a structured representation for…
Due to its ability to generate millions of particles, massively detailed scenes and confusing artificial illumination with reality, the version 5 of Unreal Engine promises unprecedented industrial applications. The paradigms and aims of…
Because most optimisations to achieve higher computational performance eventually are limited, parallelism that scales is required. Parallelised hardware alone is not sufficient, but software that matches the architecture is required to…
This paper presents the 4E conceptual model, developed to formally analyze investigation games from a game design perspective. The model encompasses four components: Exploration, Elicitation, Experimentation, and Evaluation. Grounded Theory…
We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate…
Game development has become an extremely competitive multi-billion-dollar industry. Many games fail even after years of development efforts because of game-breaking bugs that disrupt the game-play and ruin the player experience. The goal of…
Context: The video game industry is a billion dollar industry that faces problems in the way games are developed. One method to address these problems is using developer aid tools, such as Recommendation Systems. These tools assist…
Component-based software engineering aims to reduce software development effort by reusing established components as building blocks of complex systems. Defining components in general-purpose programming languages restricts their reuse to…
Architecture recovery tools help software engineers obtain an overview of the structure of their software systems during all phases of the software development life cycle. This is especially important for microservice applications because…
This paper introduces uRAG--a framework with a unified retrieval engine that serves multiple downstream retrieval-augmented generation (RAG) systems. Each RAG system consumes the retrieval results for a unique purpose, such as open-domain…
Software architectures are critical in the successful development and evolution of software-intensive systems. While formal and automated support for architectural descriptions has been widely addressed, their evolution is equally crucial,…
With the increasing number of new neural architecture designs and substantial existing neural architectures, it becomes difficult for the researchers to situate their contributions compared with existing neural architectures or establish…
We propose a new architecture for 3D information systems that takes advantage of the inherent parallelism of the GPUs. This new solution structures information as thematic layers, allowing a level of detail independent of the resolution of…
The large language model (LLM) based agents have demonstrated their capacity to automate and expedite software development processes. In this paper, we focus on game development and propose a multi-agent collaborative framework, dubbed…
Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically…
Organizations highly depend on enterprise systems (ES), which are unlikely to develop their full potential if end-users neglect system usage. Accordingly, organizations attempt to overcome barriers to end-user acceptance in the ES context,…
The dominant majority of 3D models that appear in gaming, VR/AR, and those we use to train geometric deep learning algorithms are incomplete, since they are modeled as surface meshes and missing their interior structures. We present a…
Hardware-aware neural architecture designs have been predominantly focusing on optimizing model performance on single hardware and model development complexity, where another important factor, model deployment complexity, has been largely…