相关论文: Entombed: An archaeological examination of an Atar…
In \cite{entombed}, John Aycock and Tara Copplestone pose an open question, namely the explanation of the mysterious lookup table used in the Entombed Game's Algorithm for two dimensional maze generation. The question attracted media…
Archaeogaming and queer games studies have both grown as paradigms in the last decade. The former broadly refers to the archaeological study of games, while the later concerns the application of queer theory to the medium. To date, there…
We release FoolMeTwice (FM2 for short), a large dataset of challenging entailment pairs collected through a fun multi-player game. Gamification encourages adversarial examples, drastically lowering the number of examples that can be solved…
This paper introduces MazeBase: an environment for simple 2D games, designed as a sandbox for machine learning approaches to reasoning and planning. Within it, we create 10 simple games embodying a range of algorithmic tasks (e.g. if-then…
The game industry is moving into an era where old-style game engines are being replaced by re-engineered systems with embedded machine learning technologies for the operation, analysis and understanding of game play. In this paper, we…
We present a pilot study on the collection and synchronisation of multimodal data for player experience investigation. We collected game telemetry, self-reported surveys, biometrics, and cued-retrospective think-aloud (C-RTA) data from 19…
Procedural content generation has been applied to many domains, especially level design, but the narrative affordances of generated game environments are comparatively understudied. In this paper we present our first attempt to study these…
Gamification and Serious Games are progressively being used over a host of fields, particularly to support education. Such games provide a new way to engage students with content and can complement more traditional approaches to learning.…
Archaeology can be broadly defined as the study and interpretation of the past through material remains. Videogame worlds, though immaterial in nature, can also afford opportunities to study the people who existed within them based on what…
Debugging is a central yet complex activity in software engineering. Prior studies have documented debugging strategies and tool usage, but little theory explains how experienced developers reason about bugs in large, real-world codebases.…
The Arcade Learning Environment (ALE) is an evaluation platform that poses the challenge of building AI agents with general competency across dozens of Atari 2600 games. It supports a variety of different problem settings and it has been…
Arguably, for the latter part of the late 20th and early 21st centuries, games have been seen as the drosophila of AI. Games are a set of exciting testbeds, whose solutions (in terms of identifying optimal players) would lead to machines…
Entanglement is perhaps the most non-classical manifestation of quantum mechanics. Among its many interesting applications to information processing, it can be harnessed to reduce the amount of communication required to process a variety of…
Digital Archaeoludology (DAL) is a new field of study involving the analysis and reconstruction of ancient games from incomplete descriptions and archaeological evidence using modern computational techniques. The aim is to provide digital…
In this article we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domain-independent AI technology. ALE provides an interface to hundreds…
This paper introduces a novel method for learning how to play the most difficult Atari 2600 games from the Arcade Learning Environment using deep reinforcement learning. The proposed method, human checkpoint replay, consists in using…
A popular computer puzzle, the game of Minesweeper requires its human players to have a mix of both luck and strategy to succeed. Analyzing these aspects more formally, in our research we assessed the feasibility of a novel methodology…
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…
Procedural content generation via machine learning (PCGML) has shown success at producing new video game content with machine learning. However, the majority of the work has focused on the production of static game content, including game…
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…