Related papers: IntelliGame in Action: An Experience Report on Gam…
We provide several tests to determine whether a game is a potential game or whether it is a zero-sum equivalent game---a game which is strategically equivalent to a zero-sum game in the same way that a potential game is strategically…
The automatic evaluation of LLM-based agent intelligence is critical in developing advanced LLM-based agents. Although considerable effort has been devoted to developing human-annotated evaluation datasets, such as AlpacaEval, existing…
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…
We introduce LLM CHESS, an evaluation framework designed to probe the generalization of reasoning and instruction-following abilities in large language models (LLMs) through extended agentic interaction in the domain of chess. We rank over…
MiBoard (Multiplayer Interactive Board Game) is an online, turnbased board game that was developed to assess the integration of game characteristics (point rewards, game-like interaction, and peer feedback) and how that might affect student…
As modern games continue growing both in size and complexity, it has become more challenging to ensure that all the relevant content is tested and that any potential issue is properly identified and fixed. Attempting to maximize testing…
Different from what happens for most types of software systems, testing video games has largely remained a manual activity performed by human testers. This is mostly due to the continuous and intelligent user interaction video games…
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…
As pre-diagnostic technologies are becoming increasingly accessible, using them to improve the quality of care available to dementia patients and their caregivers is of increasing interest. Specifically, we aim to develop a tool for…
The teaching innovation project SpaceRaceEdu: development of an educational multiplayer video game for self-study and self-assessment has been carried out under the INNOVA call of the Autonomous University of Madrid during the 2022-2023…
We present a case study on using program verification tools, specifically model-checkers for C programs, to solve simple interactive fiction games from around 1980. Off-the-shelf model-checking tools are unable to handle the games in their…
We introduce PuzzleJAX, a GPU-accelerated puzzle game engine and description language designed to support rapid benchmarking of tree search, reinforcement learning, and LLM reasoning abilities. Unlike existing GPU-accelerated learning…
The idea of IoT world has grown to multiple dimensions enclosing different technologies and standards which can provide solutions and goal oriented intelligence to the widespread things via network or internet. In spite of different…
In the last few decades we have witnessed a significant development in Artificial Intelligence (AI) thanks to the availability of a variety of testbeds, mostly based on simulated environments and video games. Among those, roguelike games…
Cities are becoming very congested. There is a need to reduce the number of private cars on the roads, by maximising the potential for local public transport. With the increasing awareness of transport that is sustainable in the sense of…
The article defines the place of business games among all games in general based on the classification by F.G. Junger; it provides critical analysis of existing business games types; it also formulates requirements and lays theoretical…
Within the evolving field of digital intervention, serious games emerge as promising tools for evidence-based interventions. Research indicates that gamified therapy, whether employed independently or in conjunction with online…
Watching training videos passively leads to superficial learning. Adding gamification can increase engagement. We study how software engineering students and industry practitioners view gamifying video-based training. We conducted a survey…
Serious games are simulation software designed to assist people in learning the practical concepts of various application fields such as Health, wellness, Education and Culture. People improve their individual knowledge, skills and attitude…
In this work, we introduce a novel approach to programming education - in-IDE courses implemented for IntelliJ-based IDEs via the JetBrains Academy Plugin. The primary objective of this approach is to address the challenge of familiarizing…