{"title":"More Than Just the Table: Analog Games as Computational Platforms","authors":"John T. Murray","doi":"10.1145/3402942.3402974","DOIUrl":"https://doi.org/10.1145/3402942.3402974","url":null,"abstract":"Analog game platforms are more than just individual material objects as the platform studies methodology would argue. Platform studies affords a medium specific analysis connecting media to its cultural implications through close examinations of modular material components that influence the interactions and creation of media made on a specific hardware or software platform. This paper uses the examples of Dungeons & Dragons and Magic: the Gathering to conceptualize analog game platforms in a way that complicates the construction of platforms.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"15 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":"115300892","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":"Assessing Multiplayer Level Design Using Deep Learning Techniques","authors":"Conor Stephens, C. Exton","doi":"10.1145/3402942.3409789","DOIUrl":"https://doi.org/10.1145/3402942.3409789","url":null,"abstract":"This paper proposes a new framework to measure the fairness of asymmetric level-design in multiplayer games. This work achieves real time prediction of the degree to which asymmetric levels are balanced using deep learning. The proposed framework provides both cost and time savings, by removing the requirement of numerous designed levels and the need to gather player data samples. This advancement with the field is possible through the combination of deep reinforcement learning (made accessible to developers with Unity’s ML-Agents framework), and Procedural Content Generation (PCG). The result of this merger is the acquisition of accelerated training data, which is established using parallel simulations. This paper showcases the proposed approach on a simple two player top-down -shooter game implemented using MoreMountains: Top Down Engine an extension to Unity 3D a popular game engine. Levels are generated using the same PCG approaches found in ’Nuclear Throne’ a popular cross platform Roguelike published by Vlambeer. This approach is accessible and easy to implement allowing games developers to test human-designed content in real time using the predictions. This research is open source and available on Github: https://github.com/Taikatou/top-down-shooter.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"15 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":"115501481","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}
M. Ferguson, Sam Devlin, D. Kudenko, James Alfred Walker
{"title":"Player Style Clustering without Game Variables","authors":"M. Ferguson, Sam Devlin, D. Kudenko, James Alfred Walker","doi":"10.1145/3402942.3402960","DOIUrl":"https://doi.org/10.1145/3402942.3402960","url":null,"abstract":"Player clustering when applied to the field of video games has several potential applications. For example, the evaluation of the composition of a player base or the generation of AI agents with identified playing styles. These agents can then be used for either the testing of new game content or used directly to enhance a player’s gaming experience. Most current player clustering techniques focus on the use of internal game variables. This raises two main issues: (1) the availability of game variables, as source code access is required to log them and hence limits the data sources that can be used, and (2) the choice of game variables can introduce unintended bias in the types of play style extracted. In this work, a hybrid unsupervised frame encoder and a ‘reference-based’ clustering algorithm are both proposed and combined to allow clustering from raw game play videos. It is shown that the proposed methods are most beneficial when the types of play styles are unknown.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"77 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":"124286522","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}
Andreas Hald, J. Hansen, J. Kristensen, Paolo Burelli
{"title":"Procedural Content Generation of Puzzle Games using Conditional Generative Adversarial Networks","authors":"Andreas Hald, J. Hansen, J. Kristensen, Paolo Burelli","doi":"10.1145/3402942.3409601","DOIUrl":"https://doi.org/10.1145/3402942.3409601","url":null,"abstract":"In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily’s Garden1. We extract two condition-vectors from the real levels in an effort to control the details of the GAN’s outputs. While the GANs performs well in approximating the first condition (map-shape), they struggle to approximate the second condition (piece distribution). We hypothesize that this might be improved by trying out alternative architectures for both the Generator and Discriminator of the GANs.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"33 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":"121416997","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}
Katerina Morfoniou, Iro Voulgari, M. Sfyroera, D. Gouscos
{"title":"Digital Games and the Emergence of Problem Solving Processes: a Case Study with Preschool Children","authors":"Katerina Morfoniou, Iro Voulgari, M. Sfyroera, D. Gouscos","doi":"10.1145/3402942.3402991","DOIUrl":"https://doi.org/10.1145/3402942.3402991","url":null,"abstract":"In this paper, we describe a study focusing on the problem solving processes preschool children display while playing a digital game. Through a qualitative methodology using observation, gameplay screen-capture, and semi-structured interviews as data collection instruments, in an early childhood education classroom, we found that the children displayed problem solving practices and approaches, such as problem analysis, selection of information, and assessment. Through this study we aim to contribute to the research and design of games for preschool children that go beyond the drill-and-practice games for the acquisition of content knowledge, to games supporting higher order cognitive skills, which are critical for the preschool age.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"9 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":"124891782","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":"DIALOGIC: A Toolkit for Generative Interactive Dialog","authors":"D. Howe","doi":"10.1145/3402942.3402993","DOIUrl":"https://doi.org/10.1145/3402942.3402993","url":null,"abstract":"Open-ended narrative games present vast surfaces that require large amounts of compelling writing. Automated solutions have made little progress in this domain and talented human writers who code are few and far between. Thus the question of how to augment writers with digital tools—without requiring them to become programmers, or to need continual assistance from programmers—is a crucial one for the field. To address this question, we present Dialogic1 , a scripting language, execution environment, and set of online tools designed to support skilled human authors in creating engaging interactive writing for games, leveraging generative strategies atop a simple syntax familiar to writers. We describe the system's goals and motivations, architecture, and technical details, and evaluate its use in two production-quality titles.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"159 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":"127405763","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}
Sebastian Misztal, Guillermo Carbonell, Lysann Zander, Jonas Schild
{"title":"Jumphair: Improving Jumping Performance in First-Person Video Games Through Visual Assistance","authors":"Sebastian Misztal, Guillermo Carbonell, Lysann Zander, Jonas Schild","doi":"10.1145/3402942.3403020","DOIUrl":"https://doi.org/10.1145/3402942.3403020","url":null,"abstract":"Performing jumps in 3D video games from first-person perspective can be excessively challenging because of the difficulty of estimating distances and lack of precision. To address this problem, we created a jumping assistance tool called jumphair that dynamically visualizes distances between the player character and forthcoming edges before performing a jump. Our aim was to create a jumping assistance that helps players to enhance their distance perception for performing their jumps more successfully without being distracted by the tool. We integrated the jumphair into a self-developed video game called Couch Jumper and evaluated user performance and user experience in comparison to using a static icon in two user studies (each N = 30) on a 2D display and a 3D head-mounted display (HMD), respectively. On a 2D output device, results show that the jumphair can improve jumping performances without distracting players. The jumphair is also rated helpful and can be considered an accepted game element. When used on a 3D HMD, the jumphair did not yield advantages in terms of jumping performances in its current implementation but significantly reduced simulator sickness. Our studies have implications for game research and for interface design in first-person video games with jumping mechanics.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"127 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":"127405956","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}
Iro Voulgari, Konstantinos Lavidas, V. Komis, S. Athanassopoulos
{"title":"Examining Student Teachers’ Perceptions and Attitudes towards Game Based Learning","authors":"Iro Voulgari, Konstantinos Lavidas, V. Komis, S. Athanassopoulos","doi":"10.1145/3402942.3409611","DOIUrl":"https://doi.org/10.1145/3402942.3409611","url":null,"abstract":"Although the appropriate design of the game is crucial for the attainment of learning objectives in game based learning, in formal education settings the role of the educators is critical. The experience and the competences of the educators are important for the success of the game based educational intervention. Our study is situated in this context, examining the perceptions, experience, and intentions to use digital games of student teachers. Our goal is to identify and propose areas where student teachers may be supported during their studies so that they are better prepared to implement games in primary and secondary education. The sample of this study was 125 university students who may potentially become primary and secondary education teachers. Data were collected through an online survey in Universities in Greece and analysed statistically. The results indicate that game experience and perceived usefulness of the games as learning tools are the strongest predictors for the intention to use digital games in the classroom.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"1 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":"125875575","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}
Alexander Pfeiffer, Simone Kriglstein, Thomas Wernbacher
{"title":"Blockchain Technologies and Games: A Proper Match?","authors":"Alexander Pfeiffer, Simone Kriglstein, Thomas Wernbacher","doi":"10.1145/3402942.3402996","DOIUrl":"https://doi.org/10.1145/3402942.3402996","url":null,"abstract":"Not only have virtual currencies in digital games from the pre-Blockchain era helped to understand digital currency systems, but the idea that digital objects can have monetary value is a question of faith that has been expressed primarily through the gaming industry. In the world of business this is now called the ’token economy’. Blockchain as a technology can do much more, besides payment processing with cryptocurrencies, utility tokens can be created to secure in-game currencies and items, gamification systems can be made more transparent while strengthening the privacy of the players and even whole game ecosystems can be secured by Blockchain. However, this is still a very young technology and that there is a certain technological war of faith as well as a big area of scams around and with Blockchain-based systems and tokens. In this paper we will present a bird’s eye view, based on results of the expert interviews, of how Blockchain as technology is connected to the different aspects of games and play.","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":"121724236","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":"Applications of Graph Theory and Probability in the Board Game Ticket to Ride","authors":"R. Witter, Alex Lyford","doi":"10.1145/3402942.3402963","DOIUrl":"https://doi.org/10.1145/3402942.3402963","url":null,"abstract":"In the board game Ticket to Ride, players race to claim routes and connect cities on a map of the U.S. In this work, we identify winning strategies for and potential improvements to Ticket to Ride by applying probabilistic and graph-theoretic concepts. We find that longer routes are overvalued, presenting a simple winning strategy for opportunistic players. The scoring scheme we propose—based on indicator random variables—prevents exploitation from this strategy and improves the competitive nature of the game. Using a variety of game data visualizations, we also investigate why players who connect particular pairs of cities perform better than others. In addition, we build a statistical model from the effective resistance of the game’s underlying graph structure to suggest how to choose the best pairs of cities.","PeriodicalId":421754,"journal":{"name":"Proceedings of the 15th International Conference on the Foundations of Digital Games","volume":"121 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":"123093696","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}