相关论文: Deceptive Game Design? Investigating the Impact of…
A defining feature of collectable card games is the deck building process prior to actual gameplay, in which players form their decks according to some restrictions. Learning to build decks is difficult for players and models alike due to…
Deceptive game designs that manipulate players are increasingly common in the gaming industry, but the impact on players is not well studied. While studies have revealed player frustration, there is a gap in understanding how cultural…
In this work, we presented a study regarding two important aspects of evolving feature-based game evaluation functions: the choice of genome representation and the choice of opponent used to test the model. We compared three…
This paper presents the initial stages of a design study to develop a dashboard for visualizing gameplay data in the Commander format of Magic: The Gathering. We conducted a user-task analysis to identify requirements for such a dashboard,…
Randomness is an important factor in games, so much so that some games rely almost purely on it for its outcomes and increase players' engagement with them. However, randomness can affect the game experience depending on when it occurs in a…
AI-controlled characters in fighting games are expected to possess reasonably high skills and behave in a believable, human-like manner, exhibiting a diversity of play styles and strategies. Thus, the development of fighting game AI…
As Virtual Reality (VR) games become more popular, it is crucial to understand how deceptive game design patterns manifest and impact player experiences in this emerging medium. Our study sheds light on the presence and effects of…
Collectible card games are challenging, widely played games that have received increasing attention from the AI research community in recent years. Despite important breakthroughs, the field still poses many unresolved challenges. This work…
Appearance-based gaze estimation, which uses only a regular camera to estimate human gaze, is important in various application fields. While the technique faces data bias issues, data collection protocol is often demanding, and collecting…
Drafting, i.e., the selection of a subset of items from a larger candidate set, is a key element of many games and related problems. It encompasses team formation in sports or e-sports, as well as deck selection in many modern card games.…
Aesthetics are often used to evaluate the quality of graph drawings. However, the existing aesthetic criteria are useful in judging the extents to which a drawing conforms to particular drawing rules. They have limitations in evaluating…
In this paper, we propose MAGICSTYLEGAN and MAGICSTYLEGAN-ADA - both incarnations of the state-of-the-art models StyleGan2 and StyleGan2 ADA - to experiment with their capacity of transfer learning into a rather different domain: creating…
Graphic design is an effective language for visual communication. Using complex composition of visual elements (e.g., shape, color, font) guided by design principles and aesthetics, design helps produce more visually-appealing content. The…
In trick-taking card games, a two-step process of state sampling and evaluation is widely used to approximate move values. While the evaluation component is vital, the accuracy of move value estimates is also fundamentally linked to how…
With the proliferation of various gaming technology, services, game styles, and platforms, multi-dimensional aesthetic assessment of the gaming contents is becoming more and more important for the gaming industry. Depending on the diverse…
In contrast to objectively measurable aspects (such as accuracy, reading speed, or memorability), the subjective experience of visualizations has only recently gained importance, and we have less experience how to measure it. We explore how…
Journalists and visualization designers include visualizations in their articles and storytelling tools to deliver their message effectively. But design decisions they make to represent information, such as the graphical dimensions they…
While Poker, as a family of games, has been studied extensively in the last decades, collectible card games have seen relatively little attention. Only recently have we seen an agent that can compete with professional human players in…
Video game designers often view confusion as undesirable, yet it is inevitable, as new players must adapt to new interfaces and mechanics in an increasingly varied and innovative game market, which is more popular than ever. Research…
Quantitative measures of randomness in games are useful for game design and have implications for gambling law. We treat the outcome of a game as a random variable and derive a closed-form expression and estimator for the variance in the…