Marcello A. Gómez-Maureira, Max van Duijn, C. Rieffe, A. Plaat
{"title":"Academic Games - Mapping the Use of Video Games in Research Contexts","authors":"Marcello A. Gómez-Maureira, Max van Duijn, C. Rieffe, A. Plaat","doi":"10.1145/3555858.3555926","DOIUrl":"https://doi.org/10.1145/3555858.3555926","url":null,"abstract":"Video games have been used as tools for non-entertainment purposes, including research contexts. This paper defines ‘academic games’ as games that are used and developed within academic institutions for the generation, evaluation, or dissemination of knowledge. Broad intentions related to this unique use of games are rarely explicitly discussed. When they are mentioned, they tend to be specific to an individual game’s implementation, or the field of study in which it is situated. This article maps the different fundamental purposes that motivate the use of games in research contexts: involvement as stimulus, intervention, incentive, or as modeling platform. A compact review of existing literature is provided, complemented by a discussion of different facets shaping the use of games in research contexts: the flow of information, the dependency between academic effort and game artifact, and the specificity that is required. This discussion is informed by the analysis of various example games from previous work. A research agenda for the future professionalization of academic game development and its discourse concludes the article.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129249849","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Manifesting Desire via Playful Mechanics in Tarot Readings","authors":"Renata Elizampetta Ntelia","doi":"10.1145/3555858.3555884","DOIUrl":"https://doi.org/10.1145/3555858.3555884","url":null,"abstract":"In this paper, I analyse tarot readings and discern the game mechanics of the process. I specifically look at YouTube readings and document their ludic qualities by means of critical analysis and ethnography. I show the connection between gameness and tarot readings as a form of generating personal meaning from a system of predefined structures. Particularly, I argue that it is the ludic attributes of tarot what facilitates its therapeutic appeal as an act of self-care. I exemplify this argument by focusing on the choice-making mechanics of YouTube tarot readings. As I argue, these mechanics provide participants with the ability to manifest their desire. I draw further connections between these game mechanics, tarot, and self-care within the context of romantic love. Based on this, I finally support the ability of games to offer and sustain experiences of love due to their mechanics.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128029593","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"ROOT, Woodland Ideologies in a Fantasy Game","authors":"Mattia Thibault","doi":"10.1145/3555858.3555950","DOIUrl":"https://doi.org/10.1145/3555858.3555950","url":null,"abstract":"In this paper I reconstruct and outline some realisations of different forest ideologies, through the analysis of the digital adaptation of the boardgame ROOT - A Game of Woodland Might and Right. In particular, I use a semiotic square to map the different semantic fields and core strategies of the four different factions of the game, each featuring a different way to engage with forests. The analysis allows me to identify some key ideologies that, embedded in the game, reflect larger conceptualisations of the relationship between humans and woodlands. In the conclusion, the paper highlights how games, encompassing both a rule structure and a narrative layer, can offer a vantage point for the analysis of ideological constructions. Future research could apply similar methods to other games in an attempt to map the many ways in which forestry spaces, and our relations with them, are constructed.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130169615","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Tasos Papagiannis, Georgios Alexandridis, A. Stafylopatis
{"title":"State similarity based Rapid Action Value Estimation for general game playing MCTS agents","authors":"Tasos Papagiannis, Georgios Alexandridis, A. Stafylopatis","doi":"10.1145/3555858.3555914","DOIUrl":"https://doi.org/10.1145/3555858.3555914","url":null,"abstract":"As Monte Carlo Tree Search has been established as one of the most promising algorithms in the field of Game AI, several approaches have been proposed in an attempt to exploit as much information as possible during the tree search, most important of which include Rapid Action Value Estimation and its variants. These techniques estimate for each action in a node an additional value (AMAF), based on statistics of all simulations where the action was selected deeper in the search tree. In this study, a methodology for determining the most suitable node for using its AMAF scores during the selection phase is presented. Two different approaches are proposed under the scope of discovering similar nodes’ states based on the actions selected towards their paths; in the first one, N-grams are employed to detect similar paths, while in the second one a vectorized representation of the actions taken is used. The suggested algorithms are tested in the context of general game playing achieving quite satisfactory results in terms of both win rate and overall score.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129652297","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Fun Facets of Mario: Multifaceted Experience-Driven PCG via Reinforcement Learning","authors":"Ziqi Wang, Jialin Liu, Georgios N. Yannakakis","doi":"10.1145/3555858.3563282","DOIUrl":"https://doi.org/10.1145/3555858.3563282","url":null,"abstract":"The recently introduced EDRL framework approaches the experience-driven (ED) procedural generation of game content via a reinforcement learning (RL) perspective. EDRL has so far shown its effectiveness in generating novel platformer game levels endlessly in an online fashion. This paper extends the framework by integrating multiple facets of game creativity in the ED generation process. In particular, we employ EDRL on the creative facets of game level and gameplay design in Super Mario Bros. Inspired by Koster’s theory of fun, we formulate fun as moderate degrees of level or gameplay divergence and equip the algorithm with such reward functions. Moreover, we enable faster and more efficient game content generation through an episodic generative soft actor-critic algorithm. The resulting multifaceted EDRL is not only capable of generating fun levels efficiently, but it is also robust with respect to dissimilar playing styles and initial game level conditions.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130949755","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Designing Magic: The Gathering's Amonkhet: Egyptianness and the Limitations of Cultural Resonance","authors":"Andrei Zanescu","doi":"10.1145/3555858.3555887","DOIUrl":"https://doi.org/10.1145/3555858.3555887","url":null,"abstract":"Representations of culture on the card plane are by no means a recent practice. However, the current technologies of card design in Magic: The Gathering [1] have codified cultural representation into a discrete set of processes and tools that are both agile and expansive. This paper argues that the use of resonance as a conceptual tool has led to the development of representational design practices that allow for the wide-scale codification of culture into game mechanics. Further, resonance is theorized as both a design orientation and tool which is inherently skewed towards reproducing cultural stereotypes and perpetuating practices of colonial representation. The concept of resonance is then explored through the vantage point of Magic design in Amonkhet, the game's version of ancient Egypt, along with its resulting core design architecture. The purpose of this paper is to reposition resonance at the center of card design analysis as a critique.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"26 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113936777","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Xavier Ho, Remedios Perez Escobar, Natalie A. Tran
{"title":"Queer Indie Games on itch.io, 2013-2022","authors":"Xavier Ho, Remedios Perez Escobar, Natalie A. Tran","doi":"10.1145/3555858.3555881","DOIUrl":"https://doi.org/10.1145/3555858.3555881","url":null,"abstract":"As we turn to queer independent games, we tune our senses to their appearance, narrative structure, and stories to arrive at what authentic queer experiences can be through the lens of queergaming. In this paper, we propose to queer game studies via a multidisciplinary triangulation of critiquing games and theorising queer experiences through queer theory, by counting queer representation in queer indie games, and by conducting a thematic game analysis with two case studies on a collection of LGBT games on itch.io. By orienting ourselves to the desire of having agency as a queer person, we will show how queer indie games provide authentic embodiment of queer experiences. Although our qualitative sample is relatively small to be statistically significant, we found the gender representation of queer character seem to mimic that of global industry game developer surveys, and we also report the proportions of LGBT games by platform, genre, tools, language, and price points. We also reported the representation of queer pairings, which to our knowledge has not been reported elsewhere. Through the thematic analysis, we identified three themes throughout the game collection, and present two brief case studies on smartphone messaging apps and the use of queer horror in the game sample. This work fills a gap in the literature on what queer experiences are in games through illustrating human connections in queer indie games.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134364853","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Static Analysis for Automated Identification of Valid Game Actions During Exploration","authors":"Sasha Volokh, William G. J. Halfond","doi":"10.1145/3555858.3555898","DOIUrl":"https://doi.org/10.1145/3555858.3555898","url":null,"abstract":"Automated exploration has many important applications for testing and analysis of games. Techniques for automated exploration require the capability of identifying the set of available user actions at a given game state, then performing the action selected by the exploration logic. This has been traditionally supported by having the game developer provide an API for this purpose or randomly guessing inputs. In this paper we develop a program analysis based technique for performing an automated analysis of the input-handling logic of the game code, then using this information to provide the set of player actions available at a game state (as well as the device inputs that should be simulated to perform a chosen action). We focus on developing such a technique for games built with the Unity game engine. We implemented an automatic exploration tool based on our technique and evaluated its state exploration performance for six open-source Unity games. We found that our approach is competitive with manually specified actions and is fast enough to play the games in real time.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123612388","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
John Aycock, Shankar Ganesh, K. Biittner, P. Newell, Carl Therrien
{"title":"The Sincerest Form of Flattery: Large-Scale Analysis of Code Re-Use in Atari 2600 Games","authors":"John Aycock, Shankar Ganesh, K. Biittner, P. Newell, Carl Therrien","doi":"10.1145/3555858.3555948","DOIUrl":"https://doi.org/10.1145/3555858.3555948","url":null,"abstract":"The Atari 2600 was a prominent early video game console that had broad cultural impact, and possessed an extensive catalog of games that undoubtedly helped shape the fledgling game industry. How were these games created? We examine one development practice, code re-use, across a large-scale corpus of 1,984 ROM images using an analysis system we have developed. Our system allows us to study code re-use at whole-corpus granularity in addition to finer-grained views of individual developers and companies. We combine this corpus analysis with a case study: one of the co-authors was a third-party developer for Atari 2600 games in the early 1980s, providing insight into why code re-use could occur through both oral history and artifacts preserved for over forty years. Finally, we frame our results about this development practice with an interdisciplinary, bigger-picture archaeological view of humans and technology.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124000420","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Instant Architecture in Minecraft using Box-Split Grammars","authors":"Markus Eger","doi":"10.1145/3555858.3555865","DOIUrl":"https://doi.org/10.1145/3555858.3555865","url":null,"abstract":"In this paper, we present a formalism we call Box-Split Grammars for the procedural modeling of structures in Minecraft and similar environments. Our grammars are based on previous work on split grammars and box grammars, where rules define how a given box, labeled with a non-terminal symbol, can be split into smaller pieces, and how subsequent rules are to be applied. We represent grammar rules as ordinary, well-structured python functions, allowing the integration into existing systems, and demonstrate their utility by recreating variations of ancient Greek temples using a few simple grammar rules.","PeriodicalId":290159,"journal":{"name":"Proceedings of the 17th International Conference on the Foundations of Digital Games","volume":"233 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125237420","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}