{"title":"Gameplay-driven terrain generation in Scorched Earth","authors":"Quan Yu, R. Crawfis","doi":"10.1109/CGames.2015.7272969","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272969","url":null,"abstract":"In this paper, we propose a hybrid method to procedurally generate terrains in Scorch Earth. It features both the fast computing speed of random techniques and the wide variety of details of fractal techniques. We indirectly evaluate terrains by analyzing the gameplay data. We create an AI agent to model players' behaviors to produce gameplay data. The agent is capable to shoot and move in different scenarios. Finally we introduce metrics for gameplays to select good terrains.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"75-76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116691907","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":"Crimes in, of and by virtual worlds and computer gaming","authors":"M. Losavio","doi":"10.1109/CGames.2015.7272962","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272962","url":null,"abstract":"Criminal and delictual conduct are found within virtual worlds and computer gaming just as in the physical world. These may manifest themselves in myriad ways, from the role playing conduct of players within the game space to conduct by players, game developers and operators and others that may violate criminal laws and normative prohibitions generally. We examine this spectrum of conduct and the implications for players, developers and policy makers.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128086747","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}
Douglas Bonomo, Adrian P. Lauf, Roman V. Yampolskiy
{"title":"A crossword puzzle generator using genetic algorithms with Wisdom of Artificial Crowds","authors":"Douglas Bonomo, Adrian P. Lauf, Roman V. Yampolskiy","doi":"10.1109/CGames.2015.7272960","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272960","url":null,"abstract":"NP-hard problems, such as generating crossword puzzles, are candidates for solution by genetic algorithms (GAs). A combination of both a genetic algorithms and a Wisdom of Artificial Crowds (WoAC) aggregation method was developed for the purpose of creating crossword puzzles given a particular outline. The program was written using a GPL Hunspell wrapper NHunspell for word verification and suggestion. In American-style crossword puzzles, we saw performance improvements of around 20% in reaching a local optima, with a 6% improvement in the number of successful words found by a GA + WoAC algorithm over the baseline genetic algorithm.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128114151","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}
Yinxuan Shi, Erin Ferlet, R. Crawfis, Patricia Phillis, Karen Durano
{"title":"3D Hospital: Design and implement quest-based game framework for transitional training","authors":"Yinxuan Shi, Erin Ferlet, R. Crawfis, Patricia Phillis, Karen Durano","doi":"10.1109/CGames.2015.7272968","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272968","url":null,"abstract":"The Ohio State University Comprehensive Cancer Center - Arthur G. James Cancer Hospital and Richard J. Solove Research Institute's (OSUCCC- James) is a transformational facility that fosters the collaboration and integration of cancer research and clinical cancer care. Unlike regular facilities, transferring between hospitals requires the staff to occupy accurate and specialized knowledge of the spatial layout for the new hospital. In order to have a smooth transition, the hospital staffs are required to orient themselves and navigate in the new facility in a timely manner. We designed a quest-based game framework to examine the scenario. This data driven framework allows the gaming content be easily updated online by demand. 3D Hospital game is developed based on that framework, which aims at training participants with spatial orientation in the OSUCCC-James. The quests are designed based on several key locations and the daily tasks for the hospital staff. We completed floor 15 in time before the transfer. To measure the effectiveness of our game for prepping the staff during the transition, we surveyed 26 participants and obtained an overall positive feedback. At last, we also examine the obstacles that we encountered as well as future direction.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"28 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114114733","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}
J. Redding, J. Schreiver, C. Shrum, Adrian P. Lauf, Roman V Yampolskiy
{"title":"Solving NP-hard number matrix games with Wisdom of Artificial Crowds","authors":"J. Redding, J. Schreiver, C. Shrum, Adrian P. Lauf, Roman V Yampolskiy","doi":"10.1109/CGames.2015.7272959","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272959","url":null,"abstract":"Solving puzzles based on number-sum or ordered matrices is an NP-hard problem that requires considerable computational effort. Prime examples of these are the games Sudoku and Kakuro. Kakuro relies on number sequences that must sum to a number indicator shown on the puzzle. Sudoku requires that numbers be listed in an implicit sequence in blocks and rows. Both puzzles require exclusivity of the numbers listed in each row and logical grouping. As a result, solving these puzzles requires an iterative approach. We show that Genetic Algorithms (GA) can be augmented with postprocessing by a Wisdom of Artificial Crowds (WoAC) to constrain the solution space after a number of generations. Using the WoAC method, compared to using GA alone, we can reduce the time to a successful solution by a factor of 50% for easy and medium-difficulty puzzles. Our work has broader applications in the fields of multi-agent theory and collective decision making, as the WoAC method allows for crowd-based improvements to well-known genetic algorithm methods.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129214254","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":"Observations and opportunities in cybersecurity education game design","authors":"P. Gestwicki, Kaleb Stumbaugh","doi":"10.1109/CGames.2015.7272970","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272970","url":null,"abstract":"We identify three challenges in cybersecurity education that could be addressed through game-based learning: conveying cybersecurity fundamentals, assessment of understanding, and recruitment and retention of professionals. By combining established epistemologies for cybersecurity with documented best practices for educational game design, we are able to define four research questions about the state of cybersecurity education games. Our attention is focused on games for ages 12-18 rather than adult learners or professional development. We analyze 21 games through the lens of our four research questions, including games that are explicitly designed to teach cybersecurity concepts as well as commercial titles with cybersecurity themes; in the absence of empirical evidence of these games' efficacy, our analysis frames these games within educational game design theory. This analysis produces a three-tier taxonomy of games: those whose gameplay is not associated with cybersecurity education content (Type 1); those that integrate multiple-choice decisions only (Type 2); and those that integrate cybersecurity objectives into authentic gameplay activity (Type 3). This analysis reveals opportunities for new endeavors to incorporate multiple perspectives and to scaffold learners progression from the simple games to the more complex simulations.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"197 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124400217","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":"A Unity 3D framework for algorithm animation","authors":"Nicholas Harshfield, Dar-jen Chang, Rammohan","doi":"10.1109/CGames.2015.7272955","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272955","url":null,"abstract":"Since the first algorithm animation interactive computer system called BALSA appeared in 1984, many algorithm animation and visualization applications have been developed for educational purposes. Modern game engines (like Unity 3D and Unreal) possess a multitude of features which are vital for algorithm animation applications. Until now, these features have not been systematically exploited for educational applications. In this paper, we circumvent conventional programming languages (such as Java, C++, etc.) and their corresponding toolkits and instead describe our design of an alglorithm animation framework built around Unity 3D and demonstrate its application to the educational realm of graph algorithm animation. This project serves as a proof of concept that modern game engines such as Unity 3D can be used to create modern and effective tools for learning concepts contained in the realm of computer science and engineering.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"29 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134041152","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}
B. G. Zapirain, A. M. Zorrilla, A. Madariaga-Ortuzar, I. Lazcano-Quintana
{"title":"Online computer game set architecture for people with cerebral palsy: Case study","authors":"B. G. Zapirain, A. M. Zorrilla, A. Madariaga-Ortuzar, I. Lazcano-Quintana","doi":"10.1109/CGames.2015.7272973","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272973","url":null,"abstract":"This work in progress is focused on adapted design of a set of games for people with cerebral palsy. In the specification all the stakeholders (family, therapeutics and monitors) have participated. In the games set 4 levels of complexity have been proposed, and also the different types of interaction: touchscreen, push buttons, etc. The evaluation of the 4 prototypes will be held including not only testing the proper functionality of the games, but ensuring the accessibility and usability standards.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129263011","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":"Machiavellian agents: Player modelling to deceive and be deceived","authors":"Scott Watson, A. Vardy, W. Banzhaf, T. Wareham","doi":"10.1109/CGames.2015.7272956","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272956","url":null,"abstract":"This paper explores several augmentations to the previously described Plantagenet model of computer game agents to give agents the deceptic capability to deceive the player and/or be deceived by the player. Augmented finite state machine controllers for agents in a simple role playing game are generated using an evolutionary algorithm. It is demonstrated that the proposed model is a practical option for generating populations of around 30 agents in which constraints on agent behaviour to ensure that actions are consistent with deception can be satisfied in substantial portions of the agent population.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116183861","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":"Where do they look at? Analysis of gaze interaction in children while playing a puzzle game","authors":"Maite Frutos Pascual, B. G. Zapirain, Q. Mehdi","doi":"10.1109/CGames.2015.7272954","DOIUrl":"https://doi.org/10.1109/CGames.2015.7272954","url":null,"abstract":"In recent years the usage of video-games in education, therapies and training, has risen sharply. The adaptation of serious games to users' needs may offer new enriching learning environments. Eye tracking sensors collect information about the location and duration of eye movements within a specific area on a computer monitor. This paper presents a usability analysis of users' eye movements while using the set of puzzle games. For this purpose a set of data collected from 63 children with an average age of 9.95 (SD = 1.21) and different attention skills is analyzed during their interaction with a set of puzzle games. Fixation data is extracted and analyzed as regards of where do they look first and most. These resources should be complemented with other interaction records, but they are interesting for creating optimized user interfaces.","PeriodicalId":447614,"journal":{"name":"2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115626486","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}