Venkata Sai Revanth Atmakuri;Kian Razavi Satvati;Anurag Sarkar;Matthew Guzdial
{"title":"Semi-Supervised Tile Embeddings: A General, Multigame Level Representation","authors":"Venkata Sai Revanth Atmakuri;Kian Razavi Satvati;Anurag Sarkar;Matthew Guzdial","doi":"10.1109/TG.2025.3617866","DOIUrl":"https://doi.org/10.1109/TG.2025.3617866","url":null,"abstract":"Representing video game levels for level generation and analysis tasks remains an open problem. Existing approaches generally rely on hand-authoring or are game-specific. Tile embeddings are a general machine learned-representation for tile-based game levels, however they have thus far relied solely upon hand-authored representations of levels for training data. In this article, we introduce semi-supervised tile embeddings (SSTE), which make use of semi-supervised learning to allow for training on levels lacking human authored representations. We evaluate SSTE over many experiments, finding that it performs equivalently or better than existing tile embeddings. Thus, SSTE stands as the first general machine-learned level representation that can scale without requiring additional human labor.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"18 1","pages":"89-100"},"PeriodicalIF":2.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=11192673","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147557924","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"DPBL: Denoised Player Behavior Representation Learning","authors":"Wenbin Li;Di Yao;Zijie Xu;Chang Gong;Quanliang Jing;Shiwei Zhao;Runze Wu;Haining Tan;Zhipeng Hu;Tangjie Lv;Changjie Fan;Jingping Bi","doi":"10.1109/TG.2025.3601181","DOIUrl":"https://doi.org/10.1109/TG.2025.3601181","url":null,"abstract":"The video game industry has emerged as a significant economic force, driving extensive research on optimizing the gaming environment and improving gaming experiences. Among these endeavors, player behavior representation learning has become a critical way to model valuable player properties and is beneficial for a wide range of downstream tasks. However, some common factors, such as login rewards and daily tasks, can trigger similar behaviors among different players, which are informative and noisy for learning high-quality player behavior representations. Existing methods ignore the low signal-to-noise ratio in player behavior data and waste too much modeling capacity on less informative behaviors, resulting in their learned representations being noisy. In this article, we propose a novel model for denoised player behavior representation learning (DPBL), which consists of two key modules. The first module extracts various player behavior patterns and isolates them from less informative noise. The second module utilizes the extracted patterns to refine the embedding of each behavior and eliminates noise. To optimize DPBL, two contrastive learning strategies are proposed to identify the noise that should be eliminated and to learn distinguishable representations, respectively. With the above design, DPBL is capable of mitigating the impact of noise in the data and learning high-quality representations that effectively capture player characteristics. We conducted extensive experiments on two real-world datasets, and DPBL outperforms all baselines on various downstream tasks with an improvement of <inline-formula><tex-math>$text{1.4}% !!-!! text{18.1}%$</tex-math></inline-formula>. The results also show that DPBL achieves an improvement of <inline-formula><tex-math>$text{5.6}% !!-!! text{23.0}%$</tex-math></inline-formula> in the denoising experiments, which proves that DPBL is more robust to noisy behaviors.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"18 1","pages":"44-55"},"PeriodicalIF":2.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147557853","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Christopher Archibald;Spencer Brosnahan;Diego Blaylock
{"title":"Adapting to Teammates in a Cooperative Language Game","authors":"Christopher Archibald;Spencer Brosnahan;Diego Blaylock","doi":"10.1109/TG.2025.3622582","DOIUrl":"https://doi.org/10.1109/TG.2025.3622582","url":null,"abstract":"The game of <italic>Codenames</i> has recently emerged as a domain of interest for intelligent agent design, combining language and teammate coordination in a unique way. Previous approaches utilized a single internal language model, which performs well with similar teammates and poorly with others, as the agent cannot adapt to any specific teammate. In this article, we present the first adaptive meta-agent for <italic>Codenames</i>. We adopt an ensemble approach, which determines which of a set of internal expert agents, each potentially with its own language model, is the best match for the current teammate. As part of this meta-agent, we propose a novel numerical metric to evaluate the performance of a <italic>Codenames</i> team. We then propose an ensemble meta-agent that selects an internal expert on each turn in order to maximize this proposed metric. Experimental analysis shows successful adaptation to individual teammates, often performing nearly as well as the best internal expert with a teammate. Crucially, this success does not depend on any previous knowledge about the teammates, the ensemble agents, or their compatibility. This research represents an important step to making language-based agents for cooperative language settings, such as <italic>Codenames</i>, more adaptable to individual teammates.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"18 1","pages":"115-127"},"PeriodicalIF":2.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147557869","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Uncovering the Viral Nature of Toxicity in Competitive Online Video Games","authors":"Jacob Morrier;Amine Mahmassani;R. Michael Alvarez","doi":"10.1109/TG.2025.3640698","DOIUrl":"https://doi.org/10.1109/TG.2025.3640698","url":null,"abstract":"Toxicity is a widespread phenomenon in competitive online video games. In addition to its direct undesirable effects, there is a concern that toxicity can spread to others, amplifying the harm caused by a single player's misbehavior. In this study, we estimate whether and to what extent a player's toxic speech spreads, causing their teammates to behave similarly. To this end, we analyze proprietary data from the free-to-play first-person action game <italic>Call of Duty: Warzone</i>. We formulate and implement an instrumental variable identification strategy that leverages the network of interactions among players across matches. Our analysis reveals that all else equal, all of a player's teammates engaging in toxic speech increases their probability of engaging in similar behavior by 26.1–30.3 times the average player's likelihood of engaging in toxic speech. These findings confirm the viral nature of toxicity, especially toxic speech, in competitive online video games.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"18 1","pages":"217-222"},"PeriodicalIF":2.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147557893","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Review of Realistic Weather Simulation Systems in Video Games: From Scripted Skies to Dynamic Storms","authors":"Chetan Mudlapur;Om Prakash Singh","doi":"10.1109/TG.2025.3646203","DOIUrl":"https://doi.org/10.1109/TG.2025.3646203","url":null,"abstract":"The implementation of dynamic and realistic weather systems in video games represents a cutting-edge ambition in environmental simulation and player immersion. This review article investigates the purpose behind dynamic weather, its evolution throughout the history of video games, the core techniques and design philosophies behind weather-based mechanics, and how the game engine lends assistance to simulate realistic weather. A wide range of sources was analyzed from academic papers to developer interviews and the case studies performed on notable titles from past decade that set a benchmark in weather simulation, such as <italic>The Witcher 3: Wild Hunt</i> and <italic>Ghost of Tsushima</i> to list a few, highlight the interplay between narrative context and technical execution. This study also explored challenges, including performance optimization, synchronizing audio-visual transitions, and maintaining gameplay clarity during weather events. This work contributes to a deeper understanding of how weather can function not only as visual ambiance but as a dynamic gameplay element. Ultimately, the findings aim to assist developers and researchers in crafting weather systems that balance technical innovation with emotional impact.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"18 1","pages":"15-29"},"PeriodicalIF":2.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147558020","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Viktor Jonathan Illmer;Dîlan Canan Çakir;Frank Fischer;Mark Schwindt;Jonas Rohe
{"title":"More Plays than Atoms in the Universe: The Digitization of a 19th-Century Generator for One-Act Comedies","authors":"Viktor Jonathan Illmer;Dîlan Canan Çakir;Frank Fischer;Mark Schwindt;Jonas Rohe","doi":"10.1109/TG.2025.3608847","DOIUrl":"https://doi.org/10.1109/TG.2025.3608847","url":null,"abstract":"In this article, we describe a German-language literary automaton from the first half of the 19th century, which can generate over <inline-formula><tex-math>$4 times {{10}^{155}}$</tex-math></inline-formula> German-language one-act plays, far exceeding the number of atoms in the universe. The 1,200 text pieces serving as a source for the generator were printed in the 1829 book, <italic>Neunhundert neun und neunzig und noch etliche Almanachs-Lustspiele durch den Würfel</i> (English: <italic>Rolling the Dice for 999 and Many More Almanac Comedies</i>), where they are arranged at random. The book is supplemented by a table that assigns each piece from the book to consecutive dice rolls, thus generating a complete, unique play in 200 dice rolls altogether. One-act plays of the 18th and early 19th centuries, popular in their time, are often overlooked today. Georg Nikolaus Bärmann, author of the comedy-generating book, recognized the high demand for such plays when creating his printed drama machine, which, according to his often ironic claims, was able to produce one-act plays for 133 years of reading. Our project demonstrates how historical cultural practices can be transferred into modern digital applications, offering a perspective on the intersection of gamification, cultural heritage, and interactivity in both historical and contemporary contexts. We describe the multistage digitization of Bärmann’s work and the development of a web application that allows us to experience the analog game in a digital environment.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"18 1","pages":"207-210"},"PeriodicalIF":2.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147558043","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Unlocking the Metaverse: A Gateway to Multiplayer Game via 3-D Object Security Technologies","authors":"Shimin Li;Xiangli Xiao;Ruoyu Zhao;Shuang Yi;Qingxiao Guan;Yushu Zhang","doi":"10.1109/TG.2025.3626576","DOIUrl":"https://doi.org/10.1109/TG.2025.3626576","url":null,"abstract":"Due to the widespread use of 3-D objects, they gradually matter in various fields. Selective encryption and secret sharing are common methods to protect 3-D objects. However, currently, there is no existing work that integrates these two methods into a unified scheme for 3-D objects. This article proposes a technological scheme tailored for the initial stage of metaverse games, serving as a gateway for players to embark on their game adventure. In this scheme, encryption and secret sharing technologies are harmoniously integrated, not only exploring innovative applications in the realm of 3-D object security but also potentially paving the way for future research that bridges the metaverse games and 3-D object security domains. Experimental results confirm the feasibility and effectiveness of the proposed scheme, further highlighting its robust adaptability across diverse representations of 3-D objects without incurring any additional ciphertext expansion during its processing.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"18 1","pages":"139-150"},"PeriodicalIF":2.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147557902","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"On the Communication Problems of Virtual Reality: Responsiveness, Timeliness, and Effectiveness","authors":"Costas Michaelides;Boris Bellalta","doi":"10.1109/TG.2025.3607753","DOIUrl":"https://doi.org/10.1109/TG.2025.3607753","url":null,"abstract":"In this article, we explore communication problems in virtual reality (VR) systems from the perspective of wireless networking. Our starting point is that the dynamics of real-time interaction between the physical and virtual worlds cannot be fully captured by the frame rate. Particularly, the frame rate can be very high, but the actual user experience can be disappointing. We argue that the key idea is to think of VR as the mediator of the senses, especially vision, rather than a conventional video streaming application. This is indeed a remarkable opportunity to recall Weaver’s classification and define three fundamental problems in VR systems: first, responsiveness, second, timeliness, and third, effectiveness. Responsiveness refers to the delay between an action in the physical world and its display in the virtual world. Timeliness is related to the frequency of updates imposed by the frame rate. Effectiveness considers the visual content of a video frame and its likelihood of extrapolation. Our framework offers a concise and objective description of VR systems, that allows us to evaluate performance, identify potential issues, and design impactful solutions.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"18 1","pages":"66-76"},"PeriodicalIF":2.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=11153886","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147557936","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Leonie Kallabis;Bruno Baruque-Zanón;Heinrich Klocke;Ana María Lara-Palma;Boris Naujoks
{"title":"Emotional Design Through Visual Aesthetics in Serious Games: A Scoping Review","authors":"Leonie Kallabis;Bruno Baruque-Zanón;Heinrich Klocke;Ana María Lara-Palma;Boris Naujoks","doi":"10.1109/TG.2025.3621014","DOIUrl":"https://doi.org/10.1109/TG.2025.3621014","url":null,"abstract":"The intersection of emotions with games and learning has been a focal point of considerable research in recent years. Employing emotional design through visual aesthetics, particularly within multimedia learning and serious games, is gaining attention due to its potential impact on player motivation, learning outcomes, and overall experience. Given the multidisciplinary nature of these topics, a comprehensive overview of progress is needed. This work presents a scoping review on this intersection, highlights design implications for serious games, and identifies crucial research gaps. A scoping review following the PRISMA statement was conducted, identifying 35 relevant publications, classified into three categories: player responses, models, and game design. The review shows that incorporating visual aesthetics in serious games can enhance the player experience without compromising learning outcomes and are an effective elicitor of emotions that positively impact learning. Design implications for specific visual elements are identified, particularly color and character design, and research gaps discussed. These gaps include the need for systematic studies and the development of best practices. Overall, this scoping review underscores the potential of emotional design through visual aesthetics in serious games, emphasizing the need for further research to advance in this complex interdisciplinary field.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"18 1","pages":"1-14"},"PeriodicalIF":2.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147558024","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Chung-Chin Shih;Ti-Rong Wu;Ting Han Wei;Yu-Shan Hsu;Hung Guei;I-Chen Wu
{"title":"A Study of Solving Life-and-Death Problems in Go Using Relevance-Zone-Based Solvers","authors":"Chung-Chin Shih;Ti-Rong Wu;Ting Han Wei;Yu-Shan Hsu;Hung Guei;I-Chen Wu","doi":"10.1109/TG.2025.3648019","DOIUrl":"https://doi.org/10.1109/TG.2025.3648019","url":null,"abstract":"This article analyzes the behavior of solving life-and-death (L&D) problems in the game of <italic>Go</i> using current state-of-the-art computer <italic>Go</i> solvers with two techniques: the relevance-zone-based search and the relevance-zone pattern table. We examined the solutions derived by relevance-zone-based solvers on seven L&D problems from the renowned book “<italic>Life and Death Dictionary</i>” written by Cho Chikun, a <italic>Go</i> grandmaster, and found several interesting results. First, for each problem, the solvers identify a relevance-zone that highlights the critical areas for solving. Second, the solvers discover a series of patterns, including some that are rare. Finally, the solvers even find different answers compared to the given solutions for two problems. We also identified two issues with the solver: first, it misjudges values of rare patterns, and second, it tends to prioritize living directly rather than maximizing territory, which differs from the behavior of human <italic>Go</i> players. We suggest possible approaches to address these issues in future work.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"18 1","pages":"223-228"},"PeriodicalIF":2.8,"publicationDate":"2026-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147557917","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}