Proceedings of the 15th International Conference on the Foundations of Digital Games最新文献

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Gamer perception of endorsements from Fortnite Streamers on YouTube 玩家对YouTube上《堡垒之夜》主播代言的看法
Reyhaan King, Teresa de la Hera
{"title":"Gamer perception of endorsements from Fortnite Streamers on YouTube","authors":"Reyhaan King, Teresa de la Hera","doi":"10.1145/3402942.3403026","DOIUrl":"https://doi.org/10.1145/3402942.3403026","url":null,"abstract":"This paper explores gamers’ perceptions of Fortnite streamers’ YouTube videos specifically exploring how players perceive Fortnite streamers as influencers and how these internal perceptions shape their experience of the streamers’ videos and their own gameplay. In-depth semi-structured interviews were conducted revealing that streamers are, first, perceived as entertainers by showcasing high-level gameplay. Gamers consume this content because it is perceived as fun, relaxing, and an engaging way to learn. Streamers are, second, an inspiration to play by inspiring competition, collaboration, curiosity and commitment in gamers through their expertise in showcasing the game. Finally, gamers perceive streamers as endorsers through their videos as skins are perceived as giving social status, the battle pass is perceived to provide rewards, and new game mechanics are promoted.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127098137","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}
引用次数: 1
Using Ant Colony Optimisation for map generation and improving game balance in the Terra Mystica and Settlers of Catan board games 在《神秘地大陆》和《卡坦岛定居者》桌游中使用蚁群优化来生成地图并改善游戏平衡
R. D. Saraiva, Alexandr Grichshenko, Luiz Jonatã Pires de Araújo, B. A. Júnior, Guilherme Nepomuceno de Carvalho
{"title":"Using Ant Colony Optimisation for map generation and improving game balance in the Terra Mystica and Settlers of Catan board games","authors":"R. D. Saraiva, Alexandr Grichshenko, Luiz Jonatã Pires de Araújo, B. A. Júnior, Guilherme Nepomuceno de Carvalho","doi":"10.1145/3402942.3409778","DOIUrl":"https://doi.org/10.1145/3402942.3409778","url":null,"abstract":"Game balancing is one of the most challenging features to be implemented in a typical game design process. Approaches for evaluating and achieving game balancing include extensive playtesting - which typically requires several iterations of games with subtle adjustments in the components and adopted strategies that resemble brute force - and algorithmic solutions that use qualitative and measurable design goals when developing game components. The literature contains examples of methods that employ artificial intelligence to generate maps in computer games that offer balanced and fairness of starting conditions for the players. The use of such methods for tabletop games, however, has been scarce in the academic literature, for the best of the authors’ knowledge. This paper investigates the application of the ant colony optimisation metaheuristic to generate content and improving game balance for two well-known tabletop games, namely, Terra Mystica and Settlers of Catan. The resultant configurations satisfy complex game-dependent requirements while optimising a model for game balancing. Moreover, the results showed to be promising when compared with existing game maps and setup.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126330876","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}
引用次数: 2
An Explorative Design Process for Game Map Generation Based on Satellite Images and Playability Factors 基于卫星图像和可玩性因素的游戏地图生成的探索性设计过程
Georgi Ivanov, Magnus Håkon Petersen, Kristián Kovalský, Kristian Engberg, G. Palamas
{"title":"An Explorative Design Process for Game Map Generation Based on Satellite Images and Playability Factors","authors":"Georgi Ivanov, Magnus Håkon Petersen, Kristián Kovalský, Kristian Engberg, G. Palamas","doi":"10.1145/3402942.3402997","DOIUrl":"https://doi.org/10.1145/3402942.3402997","url":null,"abstract":"This paper proposes a tool for 3D Procedural Terrain Generation in games. The main objective of this study is to assess the quality of the generated terrains and thus the experience of the user. The tool measures how traversable a terrain is, how long it takes to walk across and how much of it is accessible. The produced results can be used to further refine the generation method. The evaluation consists of multiple terrains being produced, based on Generative Adversarial Networks (GANs) trained on satellite images. A path finding algorithm is then used to evaluate the traversability of each terrain between two points on the map. Results show that the proposed method can generate quite diverse and interesting maps and that the proposed metric can be used for evaluation of playability.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"7 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132417887","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}
引用次数: 1
“I Don't See Color”: Characterizing Players’ Racial Attitudes and Experiences via an Anti-Bias Simulation Videogame 《I Don’t See Color》:通过反偏见模拟电子游戏描述玩家的种族态度和经历
D. Olson, D. Fox Harrell, Ph.D.
{"title":"“I Don't See Color”: Characterizing Players’ Racial Attitudes and Experiences via an Anti-Bias Simulation Videogame","authors":"D. Olson, D. Fox Harrell, Ph.D.","doi":"10.1145/3402942.3409783","DOIUrl":"https://doi.org/10.1145/3402942.3409783","url":null,"abstract":"Videogames and learning/training applications that address racial discrimination have risen in popularity recently, coinciding with the rapid development of the field of serious (or impact) games [1, 2]. While there has been much focus on understanding the efficacy of these systems as interventions to reduce racial bias, there has been less attention paid to how individuals’ prior physical-world racial attitudes influence their experiences of such games about racial issues. Toward addressing this gap, the study presented here examines the relationships between PreK-12 educators’ colorblind racial attitudes and their game experience and narrative interpretations in narrative videogame modeling racial and ethnic socialization called Passage Home. Passage Home embeds a novel computational model and simulation informed by the Racial Encounter Coping Appraisal and Socialization Theory (RECAST) [3] to simulate a discriminatory racial encounter in a classroom setting. The system serves as a tool for assessing players’ racial and ethnic socialization (RES) experiences to support interventions for learning about racial bias. This paper presents the results of a user study deploying Passage Home with PreK-12 educators. Analysis revealed that players’ colorblind racial attitudes and ethnic identity were related to their in-game racial appraisal and feelings of competence, negative affect, and empathy in the game. Given the prevalence of colorblind racial ideology across racial and ethnic groups in the United States [4, 5], we propose an initial typology of players’ colorblind racial attitudes emerging from this analysis to aid in the future development of serious game interventions addressing racial discrimination.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116639169","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}
引用次数: 1
Reading Between the Lines – Towards an Algorithm Exploiting In-game Behaviors to Learn Preferences in Gameful Systems 解读字里行间——利用游戏内行为学习游戏系统偏好的算法
Enrica Loria, A. Marconi
{"title":"Reading Between the Lines – Towards an Algorithm Exploiting In-game Behaviors to Learn Preferences in Gameful Systems","authors":"Enrica Loria, A. Marconi","doi":"10.1145/3402942.3403016","DOIUrl":"https://doi.org/10.1145/3402942.3403016","url":null,"abstract":"Players’ retainment can be fostered by investigating whether the game elements players are interacting with are to their liking and tailoring game dynamics to meet their preferences. Thus, adaptive gameplay is a widely interesting topic in both the Game User Research field and the game industry. Considering that explicit information on players’ preferences often lacks, alternative approaches are needed. This task becomes even more challenging when the gameplay data available is limited due to the simplicity of the system employed, as it occurs in gameful systems in contrast to complex entertainment games or serious games. In this work, we propose an algorithm that exploits user behaviors as an implicit component to compute players’ preferences by measuring their level of activity. The application domain is a persuasive gameful system, and the customizable game elements are single-player challenges. The proposed algorithm uses offline gameplay data to compute a preference score for every viable option. The outcomes are then compared against a ground truth calculated from players’ in-game choices. Our findings suggest that players’ behaviors can be used to inform the generation of tailored game elements.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132782197","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}
引用次数: 2
Why Are We Like This?: The AI Architecture of a Co-Creative Storytelling Game 我们为什么会这样?共同创造故事游戏的AI架构
M. Kreminski, Melanie Dickinson, Michael Mateas, Noah Wardrip-Fruin
{"title":"Why Are We Like This?: The AI Architecture of a Co-Creative Storytelling Game","authors":"M. Kreminski, Melanie Dickinson, Michael Mateas, Noah Wardrip-Fruin","doi":"10.1145/3402942.3402953","DOIUrl":"https://doi.org/10.1145/3402942.3402953","url":null,"abstract":"We present Why Are We Like This? (WAWLT), a mixed-initiative, co-creative storytelling game in which two players develop a story transcript by selecting and editing actions to perform and narrativize in an ongoing simulation. In this paper, we lay out the major technical features of WAWLT’s AI architecture—including story sifting via Datalog queries, social simulation, action suggestions, and player-specified but system-understandable author goals—and discuss how these features work together to produce a play experience that facilitates player creativity.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128080724","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}
引用次数: 35
Narrative Goals in Games: A Novel Nexus of Story and Gameplay 游戏中的叙事目标:故事和玩法的新颖联系
R. E. Cardona-Rivera, J. Zagal, Michael S. Debus
{"title":"Narrative Goals in Games: A Novel Nexus of Story and Gameplay","authors":"R. E. Cardona-Rivera, J. Zagal, Michael S. Debus","doi":"10.1145/3402942.3402986","DOIUrl":"https://doi.org/10.1145/3402942.3402986","url":null,"abstract":"The intersection of gameplay and story has been widely debated in games scholarship (i.e. the ludology/narratology debate). It has also manifested in concepts used in game discourse (e.g. “ludonarrative dissonance”) and development (e.g. “what is narrative design?”). We propose that goals, as a constituent element of games, is a novel and fruitful nexus point between story and gameplay. We provide an analytical framework that articulates and bridges the relationship between the goal structures in games and their narrative counterparts. This framework is anchored upon what we define as a narrative goal: an interpretation of a ludological goal. We can thus formally account for a narrative goal (e.g. “Rescue the prince”) that requires players to act in a way that satisfies a corresponding game imperative (e.g. Reach-). Finally, we articulate our work’s foundational relevance to narrative design and associated issues.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134588618","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}
引用次数: 6
Player-Centered AI for Automatic Game Personalization: Open Problems 以玩家为中心的自动游戏个性化AI:开放性问题
Jichen Zhu, Santiago Ontañón
{"title":"Player-Centered AI for Automatic Game Personalization: Open Problems","authors":"Jichen Zhu, Santiago Ontañón","doi":"10.1145/3402942.3402951","DOIUrl":"https://doi.org/10.1145/3402942.3402951","url":null,"abstract":"Computer games represent an ideal research domain for the next generation of personalized digital applications. This paper presents a player-centered framework of AI for game personalization, complementary to the commonly used system-centered approaches. Built on the Structure of Actions theory, the paper maps out the current landscape of game personalization research and identifies eight open problems that need further investigation. These problems require deep collaboration between technological advancement and player experience design.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124394344","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}
引用次数: 16
Procedural Generation of Interactive Stories using Language Models 使用语言模型的交互式故事程序生成
Jonas Freiknecht, W. Effelsberg
{"title":"Procedural Generation of Interactive Stories using Language Models","authors":"Jonas Freiknecht, W. Effelsberg","doi":"10.1145/3402942.3409599","DOIUrl":"https://doi.org/10.1145/3402942.3409599","url":null,"abstract":"In this paper we introduce an architecture, an implementation and an evaluation of a system for the automatic creation of interactive stories for games. Our goal is to algorithmically create a branched story for the entire game; in each game run a different variant is generated. The architecture uses natural language processing (NLP) to generate meaningful stories. For NLP we use a statistical language model based on a neural network (Generative Pretrained Transformer, GPT-2). The basic architecture generates stories with too many characters which tend to get incoherent for longer texts, so we add a component restricting the number of persons and improving the consistency. The system is initialized with a hand-written game introduction that defines the main characters and the inventory; it also sets the goals for the game. From that text the remainder of the game story is generated algorithmically. We have fully implemented our system, and we report initial, encouraging experimental results.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"98 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117164203","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}
引用次数: 14
Player Modeling via Multi-Armed Bandits 玩家建模通过多武装土匪
Robert C. Gray, Jichen Zhu, D. Arigo, E. Forman, Santiago Ontañón
{"title":"Player Modeling via Multi-Armed Bandits","authors":"Robert C. Gray, Jichen Zhu, D. Arigo, E. Forman, Santiago Ontañón","doi":"10.1145/3402942.3402952","DOIUrl":"https://doi.org/10.1145/3402942.3402952","url":null,"abstract":"This paper focuses on building personalized player models solely from player behavior in the context of adaptive games. We present two main contributions: The first is a novel approach to player modeling based on multi-armed bandits (MABs). This approach addresses, at the same time and in a principled way, both the problem of collecting data to model the characteristics of interest for the current player and the problem of adapting the interactive experience based on this model. Second, we present an approach to evaluating and fine-tuning these algorithms prior to generating data in a user study. This is an important problem, because conducting user studies is an expensive and labor-intensive process; therefore, an ability to evaluate the algorithms beforehand can save a significant amount of resources. We evaluate our approach in the context of modeling players’ social comparison orientation (SCO) and present empirical results from both simulations and real players.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127136103","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}
引用次数: 13
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