Related papers: PlayTest: A Gamified Test Generator for Games
Trust models are widely used in various computer science disciplines. The main purpose of a trust model is to continuously measure trustworthiness of a set of entities based on their behaviors. In this article, the novel notion of "rational…
Challenges can be seen as a type of game that motivates participants to solve serious tasks. As a result, competition organizers must develop effective game rules. However, these rules have multiple objectives beyond making the game…
With the growing integration of smartphones into our daily lives, and their increased ease of use, mobile games have become highly popular across all demographics. People listen to music, play games or read the news while in transit or…
Many games are reliant on creating new and engaging content constantly to maintain the interest of their player-base. One such example are puzzle games, in such it is common to have a recurrent need to create new puzzles. Creating new…
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…
Phishing continues to be a difficult problem for individuals and organisations. Educational games and simulations have been increasingly acknowledged as enormous and powerful teaching tools, yet little work has examined how to engage users…
Teaching assembly programming is a fundamental component of undergraduate computer science education, yet many students struggle with its abstract and low-level concepts. Existing learning tools, such as simulators and visualisers, support…
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…
Human computation games (HCGs) are a crowdsourcing approach to solving computationally-intractable tasks using games. In this paper, we describe the need for generalizable HCG design knowledge that accommodates the needs of both players and…
To enable automated software testing, the ability to automatically navigate to a state of interest and to explore all, or at least sufficient number of, instances of such a state is fundamental. When testing a computer game the problem has…
This article discusses a new technique to automatically generate test cases for object oriented programs. At the state of the art, the problem of generating adequate sets of complete test cases has not been satisfactorily solved yet. There…
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…
Automatic test generation aims to save developers time and effort by producing test suites with reasonably high coverage and fault detection. However, the focus of search-based generation tools in maximizing coverage leaves other…
Exploratory testing, known for its flexibility and ability to uncover unexpected issues, often faces challenges in maintaining systematic coverage and producing reproducible results. To address these challenges, we investigate whether…
Player experience (PX) evaluation has become a field of interest in the game industry. Several manual PX techniques have been introduced to assist developers to understand and evaluate the experience of players in computer games. However,…
Large language models (LLMs) have achieved strong results in code generation, but their ability to generate GUI applications, especially games, remains insufficiently studied. Existing benchmarks mainly evaluate correctness through test…
Methods for dynamic difficulty adjustment allow games to be tailored to particular players to maximize their engagement. However, current methods often only modify a limited set of game features such as the difficulty of the opponents, or…
Video games have played a crucial role in entertainment since their development in the 1970s, becoming even more prominent during the lockdown period when people were looking for ways to entertain them. However, at that time, players were…
The behavior of mobile devices is highly non deterministic and barely predictable due to the interaction of the user with its applications. In consequence, analyzing the correctness of applications running on a smartphone involves dealing…
Classic evaluation methods of believable agents are time-consuming because they involve many human to judge agents. They are well suited to validate work on new believable behaviours models. However, during the implementation, numerous…