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The popularity of computer games is remarkably high and is still growing every year. Despite this popularity and the economical importance of gaming, research in game design, or to be more precise, of game mechanics that can be used to…
This survey comprehensively reviews the multi-dimensionality of game scenario diversity, spotlighting the innovative use of procedural content generation and other fields as cornerstones for enriching player experiences through diverse game…
Different errors that occur in video games are often referred to as glitches or bugs. The goal of this exploratory research is to understand how these glitches and bugs within video games affect a players experience. To do this, I reviewed…
Game balancing is a longstanding challenge requiring repeated playtesting, expert intuition, and extensive manual tuning. We introduce RuleSmith, the first framework that achieves automated game balancing by leveraging the reasoning…
Secure equilibrium is a refinement of Nash equilibrium, which provides some security to the players against deviations when a player changes his strategy to another best response strategy. The concept of secure equilibrium is specifically…
We contribute an analysis of situated visualizations in motion in video games for different types of data, with a focus on quantitative and categorical data representations. Video games convey a lot of data to players, to help them succeed…
Multiplayer online battle arena games provide an excellent opportunity to study team performance. When designing a team, players must negotiate a \textit{proficiency-congruency dilemma} between selecting roles that best match their…
Strategic interactions can be represented more concisely, and analyzed and solved more efficiently, if we are aware of the symmetries within the multiagent system. Symmetries also have conceptual implications, for example for equilibrium…
Gameplay research about experiential phenomena is a challenging undertaking, given the variety of experiences that gamers encounter when playing and which currently do not have a formal taxonomy, such as flow, immersion, boredom, and fun.…
While games have been used extensively as milestones to evaluate game-playing AI, there exists no standardised framework for reporting the obtained observations. As a result, it remains difficult to draw general conclusions about the…
The overall aim of our research is to develop techniques to reason about the equilibrium properties of multi-agent systems. We model multi-agent systems as concurrent games, in which each player is a process that is assumed to act…
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…
Under certain assumptions in terms of information and models, equilibria correspond to possible stable outcomes in conflicting or cooperative scenarios where rational entities interact. For wireless engineers, it is of paramount importance…
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…
High performance machine learning models have become highly dependent on the availability of large quantity and quality of training data. To achieve this, various central agencies such as the government have suggested for different data…
As video games continue to evolve, understanding what drives player enjoyment remains a key challenge. Player reviews provide valuable insights, but their unstructured nature makes large-scale analysis difficult. This study applies…
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…
We introduce a set-valued solution concept, M equilibrium, to capture empirical regularities from over half a century of game-theory experiments. We show M equilibrium serves as a meta theory for various models that hitherto were considered…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
Online games are dynamic environments where players interact with each other, which offers a rich setting for understanding how players negotiate their way through the game to an ultimate victory. This work studies online player…