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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…
The potential of using video games as well as gaming engines for educational and research purposes is promising, especially with the current progress of Industry 4.0 technologies such as augmented and virtual reality devices. However, it is…
GameTileNet is a dataset designed to provide semantic labels for low-resolution digital game art, advancing procedural content generation (PCG) and related AI research as a vision-language alignment task. Large Language Models (LLMs) and…
In the peg insertion task, human pays attention to the seam between the peg and the hole and tries to fill it continuously with visual feedback. By imitating the human behavior, we design architectures with position and orientation…
Design skills are increasingly recognized as a core competency for software professionals. Unfortunately, these skills are difficult to teach because design requires freedom and open-ended thinking, but new designers require a structured…
This paper focuses on "tracing player knowledge" in educational games. Specifically, given a set of concepts or skills required to master a game, the goal is to estimate the likelihood with which the current player has mastery of each of…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
As the significance of Software Engineering (SE) professionals continues to grow in the industry, the adoption of gamification techniques for training purposes has gained traction due to its potential to enhance class appeal through…
Neural video game simulators emerged as powerful tools to generate and edit videos. Their idea is to represent games as the evolution of an environment's state driven by the actions of its agents. While such a paradigm enables users to play…
We train embodied agents to play Visual Hide and Seek where a prey must navigate in a simulated environment in order to avoid capture from a predator. We place a variety of obstacles in the environment for the prey to hide behind, and we…
Interactive computational environments can help students explore algorithmic concepts through collaborative hands-on experimentation. However, static and instructor controlled demos in lectures limit engagement. Even when interactive…
Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be…
Creatively translating complex gameplay ideas into executable artifacts (e.g., games as Unity projects and code) remains a central challenge in computational game creativity. Gameplay design patterns provide a structured representation for…
Background and Context: Few instruments exist to measure students' CS engagement and learning especially in areas where coding happens with creative, project-based learning and in regard to students' self-beliefs about computing. Objective:…
Text-based games are a popular testbed for language-based reinforcement learning (RL). In previous work, deep Q-learning is commonly used as the learning agent. Q-learning algorithms are challenging to apply to complex real-world domains…
In this paper we propose a method that learns to play Pac-Man. We define a set of high-level observation and action modules. Actions are temporally extended, and multiple action modules may be in effect concurrently. A decision of the agent…
Gamification refers to the process of adding game elements to a task. Of late, this process has been introduced in pedagogical settings to capture the attention and interest of students. In our study, we apply the process to Anatomy…
As assembly tasks grow in complexity, collaboration among multiple robots becomes essential for task completion. However, centralized task planning has become inadequate for adapting to the increasing intelligence and versatility of robots,…
Understanding the mechanisms of student sensemaking while navigating the physics problem-solving process can play an important role in developing approaches to helping students become proficient problem solvers. Since most prior studies on…
In recent years, Artificial Intelligence Generated Content (AIGC) has advanced from text-to-image generation to text-to-video and multimodal video synthesis. However, generating playable games presents significant challenges due to the…