Related papers: PaceMaker: A Practical Tool for Pacing Video Games
Reproducibility and sustainability present significant challenges in bioinformatics software development, where rapidly evolving tools and complex workflows often result in short-lived or difficult-to-adapt pipelines. This paper introduces…
This paper addresses the problem of self-supervised video representation learning from a new perspective -- by video pace prediction. It stems from the observation that human visual system is sensitive to video pace, e.g., slow motion, a…
Video games have served as useful benchmarks for the decision-making community, but going beyond Atari games towards modern games has been prohibitively expensive for the vast majority of the research community. Prior work in modern video…
This paper proposes a novel framework to alleviate the model drift problem in visual tracking, which is based on paced updates and trajectory selection. Given a base tracker, an ensemble of trackers is generated, in which each tracker's…
We introduce a simplified model for platform game levels with falling platforms based on interval graphs and show that solvability of such levels corresponds to finding Steiner cycles or Steiner paths in the corresponding graphs. Linear…
Video world models have attracted significant attention for their ability to produce high-fidelity future visual observations conditioned on past observations and navigation actions. Temporally- and spatially-consistent, long-term world…
Diverse presentation formats play a pivotal role in effectively conveying code and analytical processes during data analysis. One increasingly popular format is tutorial videos, particularly those based on Jupyter notebooks, which offer an…
Choreographic Programming is a development methodology for concurrent software that guarantees correctness by construction. The key to this paradigm is to disallow mismatched I/O operations in programs, called choreographies, and then…
In visual exploration and analysis of data, determining how to select and transform the data for visualization is a challenge for data-unfamiliar or inexperienced users. Our main hypothesis is that for many data sets and common analysis…
Pathfinding is a very popular area in computer game development. While two-dimensional (2D) pathfinding is widely applied in most of the popular game engines, little implementation of real three-dimensional (3D) pathfinding can be found.…
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.…
The ever-increasing architectural complexity in contemporary ASIC projects turns Design Verification (DV) into a highly advanced endeavor. Pressing needs for short time-to-market has made automation a key solution in DV. However, recurring…
We introduce and study two Maker-Breaker-like games for constructing planar graphs: the edge drawing game, where two players take turns drawing non-intersecting edges between points in the plane, and the circle packing game, where the…
In many contexts, creating mappings for gestural interactions can form part of an artistic process. Creators seeking a mapping that is expressive, novel, and affords them a sense of authorship may not know how to program it up in a signal…
Unity is a software specifically designed for the development of video games. However, due to its programming possibilities and the polyvalence of its architecture, it can prove to be a versatile tool for stimuli presentation in research…
Finding patterns in large highly connected datasets is critical for value discovery in business development and scientific research. This work focuses on the problem of subgraph matching on streaming graphs, which provides utility in a…
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…
Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches demand an accurately-labeled, real-world, and diverse dataset for high accuracy and generalizability. As a starting point to…
In order to optimise the costs and time of design of the new products while improving their quality, concurrent engineering is based on the digital model of these products. However, in order to be able to avoid definitively physical model…
Trajectory planning at high velocities and at the handling limits is a challenging task. In order to cope with the requirements of a race scenario, we propose a far-sighted two step, multi-layered graph-based trajectory planner, capable to…