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Artificial and Computational Intelligence in Games (Dagstuhl Seminar 12191)}}
Dagstuhl Reports}
Simon Lucas
Abstract This report documents the program and the outcomes of Dagstuhl Seminar 12191" Artificial and Computational Intelligence in Games". The aim for the seminar was to bring together creative experts in an intensive meeting with the common goals of gaining a deeper understanding of various aspects of artificial and computational intelligence in games, to help identify the main challenges in game AI research and the most promising venues to deal with them.
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DESCRIPTION OF THE METHODS USED TO IMPLEMENT THE GAME PROJECT IN THE POLISH LABORATORY AS PART OF THE INTERNATIONAL GAMELAB CHALLENGE WORKSHOP IN THE NAWA PROJECT
Marcin G O L D I Goldyszewicz
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Automating Serious Games
Springer Handbook of Automation, 2009
Gyula Vastag
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A New Methodology of Design and Development of Serious Games
International Journal of Computer Games Technology, 2014
Frutuoso Silva
The development of a serious game requires perfect knowledge of the learning domain to obtain the desired results. But it is also true that this may not be enough to develop a successful serious game. First of all, the player has to feel that he is playing a game where the learning is only a consequence of the playing actions. Otherwise, the game is viewed as boring and not as a fun activity and engaging. For example, the player can catch some items in the scenario and then separate them according to its type (i.e., recycle them). Thus, the main action for player is catching the items in the scenario where the recycle action is a second action, which is viewed as a consequence of the first action. Sometimes, the game design relies on a detailed approach based on the ideas of the developers because some educational content are difficult to integrate in the games, while maintaining the fun factor in the first place. In this paper we propose a new methodology of design and development ...
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Case Study: Designing and Developing a Game Prototype
Vi Ta
Gaming industry and game development are quickly growing. However, learning game development is often a challenge for Computer Science (CS) students. In this paper, we introduce a student project for designing and developing a game prototype with details. In the project we combine a few essential game features by implementing multiple play modes, NPCs, and randomness and varieties. We especially introduce the use of artificial intelligence (AI) in simulating the behaviors of intelligent agents, which we believe can be beneficial to the understanding of AI applications in gaming. In addition, the design ideas and implementation details can be helpful to the design of student game projects in CS teaching and may also inspire the development of other games.
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Interactivity, Game Creation, Design, Learning, and Innovation
Springer eBooks, 2018
Nikolas Vidakis
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Play, game, world: anatomy of a videogame
Julian Alvarez
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Python 3 for Absolute Beginners
Isromi Janwar
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Entertainment Technology: Dynamic Game Production
Advances in Science, Technology and Engineering Systems Journal
Yogi Udjaja
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The Systems and Methods of Game Design
Information, 2021
Nelson Zagalo
Even a cursory glance at scholarly literature from over a decade ago related to games can show authors variously prefacing their contributions with explanations of the newness of games, the impressive growth of the digital games industry, and the interdisciplinary nature of games [...]
Gameplay and Game Mechanics Design Gameplay and Game Mechanics Design: A Key to Quality in Videogames
Carlo Fabricatore
What makes a good game? Marketing wisdom indicates that the success or failure of a product depends mainly on how well it satisfies customers ’ preferences, needs and expectations. Consequently, knowing the player and his/her preferences is crucial to design successful digital games. Hence, the really important question is: what do players expect from a good game? When playing a game, players seek challenge, mastery and reward, all packed in entailing and motivating activities. From this stems the importance of gameplay as a crucial game design cornerstone, and game mechanics as tools that the player has to interact with in order to carry out gameplay activities. In this paper we analyze the relevance of gameplay and game mechanics from a playercentered perspective, and provide insights and guidelines to improve game design in order to sustain and enhance players ’ motivation through gameplay. Carlo Fabricatore is a computer scientist and game designer. He specializes in videogame d...
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Serious game design report
Rodney Myers, Charles Reigeluth
A report prepared for the U.S. Air Force Research Laboratory. Submitted October 2013.
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Entertainment Computing and Serious Games
Lecture Notes in Computer Science, 2016
Jannicke Baalsrud Hauge
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Advances in Games Technology: Software, Models, and Intelligence Advances in Games Technology: Software, Models, and Intelligence
Edmond Prakash
Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and buildings. This article presents the continuous level of detail terrain modeling techniques that can help generate and render realistic terrain in real time. Deployment of characters in the environment is increasingly common. This requires strategies to map scalable behavior characteristics for characters as well. The authors present two important aspects of crowd simulation: the realism of the crowd behavior and the computational overhead involved. A good simulation of crowd behavior requires delicate balance between these aspects. The focus in this article is on human behavior representation for crowd simulation. To enhance the player experie...
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A systems approach to play for game design
Roger Eglin
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Artificial and Computational Intelligence in Games
Simon Lucas
Abstract This report documents the program and the outcomes of Dagstuhl Seminar 12191 “Artificial and Computational Intelligence in Games”. The aim for the seminar was to bring together creative experts in an intensive meeting with the common goals of gaining a deeper understanding of various aspects of artificial and computational intelligence in games, to help identify the main challenges in game AI research and the most promising venues to deal with them.
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Starlogo TNG: An Introduction to Game Development
Journal of E-Learning, 2007
Andrew Begel, Eric Klopfer
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Advances in Games Technology: Software, Models, and Intelligence
Simulation & Gaming, 2009
Dr. Narendra S Chaudhari
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A Quality Label for Serious Games
Mary Dankbaar
The development of medical serious games is booming. In the past years, the number of healthcare-related serious games has rapidly increased, just as the number of purposes for which they are being developed. Although several definitions of serious games exist, they can be defined as “interactive computer applications, that are fun to play, challenging and engaging, incorporate some concept of scoring, and teach the user a skill, knowledge, or attitude that can be of use in the real world”. These serious games are praised for their attractive, engaging, challenging and motivating nature and some have already shown their effectiveness in various settings, including medical education for both patients and healthcare workers. Despite this premise and the large number of released medical serious games, only a minority of them are successfully implemented and used in the context for which they were designed. This may be attributed to a great variation in quality and a lack of transparenc...
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Transactions of the Digital Games Research Association -- Vol 5, No. 2
Hanna Wirman
ToDIGRA is a quarterly, international, open access, refereed, multidisciplinary journal dedicated to research on and practice in all aspects of games. ToDiGRA captures the wide variety of research within the game studies community combining, for example, humane science with sociology, technology with design, and empirics with theory.<br>This special issue of ToDiGRA gathers revised versions of some of the best papers at the DiGRA 2019 conference held at the Ritsumeikan University in Kyoto, Japan. The theme of the conference was 'Game, Play and the Emerging Ludo Mix'. Ludo mixes may include several versions of a game or several different games together with other content thus resulting in novel media ecologies, business models, and development and consumption cultures
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