Related papers: Game-Based Discovery: Harnessing Mini-Games within…
Deception is a technique to mislead human or computer systems by manipulating beliefs and information. For the applications of cyber deception, non-cooperative games become a natural choice of models to capture the adversarial interactions…
Although automated test generation is common in many programming domains, games still challenge test generators due to their heavy randomisation and hard-to-reach program states. Neuroevolution combined with search-based software testing…
In recent years, the games industry has made a major move towards data-driven development, using data analytics and player modeling to inform design decisions. Data-driven techniques are beneficial as they allow for the study of player…
Large-scale public datasets have been shown to benefit research in multiple areas of modern artificial intelligence. For decision-making research that requires human data, high-quality datasets serve as important benchmarks to facilitate…
This paper presents a framework for generating adventure games from open data. Focusing on the murder mystery type of adventure games, the generator is able to transform open data from Wikipedia articles, OpenStreetMap and images from…
Cyberbullying among minors is a pressing concern in our digital society, necessitating effective prevention and intervention strategies. Traditional data collection methods often intrude on privacy and yield limited insights. This study…
An approach for game bot detection in MMORPGs is proposed based on the analysis of game playing behavior. Since MMORPGs are large scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game…
In recent years, the gamification research community has widely and frequently questioned the effectiveness of one-size-fits-all gamification schemes. In consequence, personalization seems to be an important part of any successful…
The human ability to learn rules and solve problems has been a central concern of cognitive science research since the field's earliest days. But we do not just follow rules and solve problems given to us by others: we modify those rules,…
Modern day computer games have extremely large state and action spaces. To detect bugs in these games' models, human testers play the games repeatedly to explore the game and find errors in the games. Such gameplay is exhaustive and time…
Game modding offers unique and personalized gaming experiences, but the technical complexity of creating mods often limits participation to skilled users. We envision a future where every player can create personalized mods for their games.…
Penetration testing is an essential means of proactive defense in the face of escalating cybersecurity incidents. Traditional manual penetration testing methods are time-consuming, resource-intensive, and prone to human errors. Current…
Defensive deception is a promising approach for cyber defense. Via defensive deception, the defender can anticipate attacker actions; it can mislead or lure attacker, or hide real resources. Although defensive deception is increasingly…
With the aim of designing automated tools that assist in the video game quality assurance process, we frame the problem of identifying bugs in video games as an anomaly detection (AD) problem. We develop State-State Siamese Networks (S3N)…
The discovery of Behavior Trees (BTs) impacted the field of Artificial Intelligence (AI) in games, by providing flexible and natural representation of non-player characters (NPCs) logic, manageable by game-designers. Nevertheless, increased…
The HTML5 <canvas> is used to display high quality graphics in web applications such as web games (i.e., <canvas> games). However, automatically testing <canvas> games is not possible with existing web testing techniques and tools, and…
Automated Bug Detection (ABD) in video games is composed of two distinct but complementary problems: automated game exploration and bug identification. Automated game exploration has received much recent attention, spurred on by…
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game…
Videogames developed in the 1970s and 1980s were modest programs created in a couple of months by a single person, who played the roles of designer, artist and programmer. Since then, videogames have evolved to become a multi-million dollar…
External knowledge graphs (KGs) can be used to augment large language models (LLMs), while simultaneously providing an explainable knowledge base of facts that can be inspected by a human. This approach may be particularly valuable in…