{"title":"Predicting Wargame Outcomes and Evaluating Player Performance From an Integrated Strategic and Operational Perspective","authors":"Yusheng Sun;Yuxiang Sun;Jiahui Yu;Yuanbai Li;Xianzhong Zhou","doi":"10.1109/TG.2024.3369330","DOIUrl":"10.1109/TG.2024.3369330","url":null,"abstract":"Wargame has emerged as a preferred instrument for simulating combat decision-making. However, the protracted duration of wargame matches and the extensive volume of intricate data records have led to a scarcity of comprehensive datasets containing explicit information. Consequently, a substantial reservoir of detailed match data remains underutilized, hindering research endeavors in data mining and the analysis of player behavior within the realm of wargaming. To address these formidable challenges, this article employs machine learning methodologies to predict the outcome of wargame matches. Initially, we conducted data preprocessing on 335 wargame match replays, extracting and generating features from both macro- and microperspectives, thereby capturing player strategies and operational nuances. This meticulous process culminated in the formation of a comprehensive player behavioral feature dataset. Subsequently, we harnessed six distinct machine learning models to prognosticate match results in the domain of wargaming using this dataset, achieving a peak prediction accuracy of 96.11%. The primary emphasis lies in the identification of prevalent determinants contributing to player triumphs in wargaming. To this end, we conducted an attribution analysis to ascertain the significance of diverse macro- and microfeatures. Guided by the importance of these features, we propose a method for evaluating player performance. This methodology can be instrumental in scrutinizing disparate player wargaming styles, dissecting customary strategic behaviors that lead to player victories, and assisting wargame designers in crafting AI agents capable of adapting to a spectrum of human player behaviors. Consequently, this study offers substantial insights for the advancement of research in the realm of human–AI hybrid gameplay.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 4","pages":"770-782"},"PeriodicalIF":1.7,"publicationDate":"2024-02-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139953664","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":"Puzzle-Level Generation With Simple-Tiled and Graph-Based Wave Function Collapse Algorithms","authors":"Hwanhee Kim;Beomjoo Seo;Shinjin Kang","doi":"10.1109/TG.2024.3368017","DOIUrl":"10.1109/TG.2024.3368017","url":null,"abstract":"This article presents case studies using two wave function collapse (WFC) methods, graph-based WFC and simple tiled WFC, to create playable levels for two logic puzzle games: <italic>Strimko</i> (Latin Squares) and <italic>Flow</i> (connecting dots with pipes). We then evaluate the quality of the generated levels through extensive experiments. Our results indicate that WFC-generated levels are high quality, follow the graph structures' constraints, and are generated faster than levels generated by depth-first search and genetic algorithms. WFC methods can also adapt to new system specifications, common in puzzle games, by changing only the data instead of the code. This increases the stability of content production based on procedural content generation since it relies on data rather than procedures. Furthermore, WFC methods increase the efficiency of the manual process of creating in-game puzzle levels, allowing game designers to complete more tasks in the same amount of time and create a wider variety of assets.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 1","pages":"52-61"},"PeriodicalIF":1.7,"publicationDate":"2024-02-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10443044","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139953764","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}
Sicheng Pan;Gary J. W. Xu;Kun Guo;Seop Hyeong Park;Hongliang Ding
{"title":"Cultural Insights in Souls-Like Games: Analyzing Player Behaviors, Perspectives, and Emotions Across a Multicultural Context","authors":"Sicheng Pan;Gary J. W. Xu;Kun Guo;Seop Hyeong Park;Hongliang Ding","doi":"10.1109/TG.2024.3366239","DOIUrl":"10.1109/TG.2024.3366239","url":null,"abstract":"<italic>Souls-like</i>\u0000 games are one of the most popular and emerging genres in the contemporary gaming world. This study compared the behavioral characteristics, perspectives, and emotional expressions of players in \u0000<italic>Souls-like</i>\u0000 games from different cultural backgrounds, specifically examining the distinctions and commonalities among them. Natural language processing techniques were employed to analyze English, Chinese, and Russian reviews of 17 \u0000<italic>Souls-like</i>\u0000 games to investigate players' gaming experiences, including gameplay behaviors, game evaluations, and emotional experiences. The findings revealed significant disparities among players from different cultures in all three aspects of their engagement with \u0000<italic>Souls-like</i>\u0000 games. Specifically, these players exhibited significant culture-related variations in their behavioral characteristics toward \u0000<italic>Souls-like</i>\u0000 games. In terms of perspectives, English-speaking players tended to focus more on game optimization, whereas Chinese and Russian players paid greater attention to game combat design. Regarding emotional expressions, Chinese players were more prone to exhibit emotions of anger and disgust, while English and Russian players displayed a more neutral emotional stance. These cultural insights provide valuable information for game developers to better meet the needs and expectations of players from different cultural backgrounds. This study not only broadens our understanding of player behaviors and cultural influences but also lends robust support to cross-cultural gaming research.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 4","pages":"758-769"},"PeriodicalIF":1.7,"publicationDate":"2024-02-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139953760","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":"GamiDOC: The Importance of Designing Gamification in a Proper Way","authors":"Simone Bassanelli;Antonio Bucchiarone;Federica Gini","doi":"10.1109/TG.2024.3364061","DOIUrl":"10.1109/TG.2024.3364061","url":null,"abstract":"Gamification, commonly described as the use of game design elements in nongame contexts, is frequently adopted to enhance users' motivation, engagement, and happiness while supporting them in reaching different objectives, related to learning activities and behavioral changes. Despite being a widely used approach, several studies show that the final outcomes following gamification use are not always positive. To face this problem, we developed a tool called GamiDOC composed of different features aimed at facing the existing problems in the gameful systems design process and, at the same time, guiding designers and practitioners in the design and evaluation of gamified solutions. In this article, we present the elements that make gameful systems design a challenging process, the state of the art in gamification design, and the issues that are still open in the design of gameful systems. Finally, we provide a detailed description of GamiDOC and why the tool stands as a valuable solution to guide users across all the stages of gameful systems design, development, and evaluation. Finally, we present a usability evaluation of GamiDOC and a use-case scenario.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 1","pages":"13-31"},"PeriodicalIF":1.7,"publicationDate":"2024-02-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139953754","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":"Examining the Usability of the Moirai Serious Game Authoring Platform","authors":"Andrei Torres;Bill Kapralos;Adam Dubrowski","doi":"10.1109/TG.2024.3360918","DOIUrl":"10.1109/TG.2024.3360918","url":null,"abstract":"Despite the be benefits of serious games and their growing popularity across many educational contexts, they generally have have fixed scenarios that cannot be easily modified, leading to predictable and dull experiences that can reduce user engagement. We recently introduced <italic>Moirai</i>, a novel, no-code serious games authoring platform that allows educators with limited (if any) programming experience to use a diagram-based interface to create new modifications and customize serious game scenarios focused on decision and communication skills development. In this article, we describe a usability study that saw medical educators with limited programming knowledge create a predefined serious game scenario using <italic>Moirai</i>. Results indicate a high degree of usability and revealed various changes that can be made to improve <italic>Moirai</i>.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 1","pages":"235-241"},"PeriodicalIF":1.7,"publicationDate":"2024-01-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139953660","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":"BaziGooshi: A Hybrid Model of Reinforcement Learning for Generalization in Gameplay","authors":"Sara Karimi;Sahar Asadi;Amir H. Payberah","doi":"10.1109/TG.2024.3355172","DOIUrl":"10.1109/TG.2024.3355172","url":null,"abstract":"While reinforcement learning (RL) is gaining popularity in gameplay, creating a generalized RL model is still challenging. This study presents \u0000<sc>BaziGooshi</small>\u0000, a generalized RL solution for games, focusing on two different types of games: 1) a puzzle game \u0000<italic>Candy Crush Friends Saga</i>\u0000 and 2) a platform game \u0000<italic>Sonic the Hedgehog Genesis</i>\u0000. \u0000<sc>BaziGooshi</small>\u0000 rewards RL agents for mastering a set of intrinsic basic skills as well as achieving the game objectives. The solution includes a hybrid model that takes advantage of a combination of several agents pretrained using intrinsic or extrinsic rewards to determine the actions. We propose an RL-based method for assigning weights to the pretrained agents. Through experiments, we show that the RL-based approach improves generalization to unseen levels, and \u0000<sc>BaziGooshi</small>\u0000 surpasses the performance of most of the defined baselines in both games. Also, we perform additional experiments to investigate further the impacts of using intrinsic rewards and the effects of using different combinations in the proposed hybrid models.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 3","pages":"722-734"},"PeriodicalIF":1.7,"publicationDate":"2024-01-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139953755","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":"Rulebook: An Architectural Pattern for Self-Amending Mechanics in Digital Games","authors":"Wilson Kazuo Mizutani;Fabio Kon","doi":"10.1109/TG.2024.3359439","DOIUrl":"10.1109/TG.2024.3359439","url":null,"abstract":"Mechanics are one of the pillars of gameplay, enabled by the underlying implementation of the game and subject to constant changes during development. In particular, self-amending mechanics adjust themselves dynamically and are a common source of coupled code. The \u0000<italic>Rulebook</i>\u0000 is an architectural pattern that generalizes how developers prevent coupled code in self-amending mechanics, based on a careful research process including a systematic literature review, semistructured interviews with professional developers, and quasi-experiments. The pattern codifies changes to the game state as “effect” objects, which it matches against a dynamic pool of rules. Each rule may amend, resolve, or chain effects. By preventing the control flow of the game from becoming coupled to the specific interactions of mechanics while also promoting an extensible and flexible structure for self-amendment, our solution reduces the time developers need to iterate on the design of mechanics. This article details the \u0000<italic>Rulebook</i>\u0000 pattern and presents a case study demonstrating its design process in three different implementations of open-source jam games. Together with the typification of self-amending mechanics, this article formalizes a novel, state-of-the-art toolset for architecting games.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 3","pages":"711-721"},"PeriodicalIF":1.7,"publicationDate":"2024-01-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139953669","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":"Countdown VR: A Serious Game in Virtual Reality to Develop Mental Computation Skills","authors":"Hubert Cecotti;Mathilde Leray;Michael Callaghan","doi":"10.1109/TG.2024.3357452","DOIUrl":"10.1109/TG.2024.3357452","url":null,"abstract":"Virtual reality (VR) can be utilized to create video games exploring novel ways to control and interact with the environment. VR can be employed to revisit, extend, and enhance old video games to give them a new lease of life. In this article, we describe the game <italic>Countdown VR</i>, in which players must use mental computation to reach a target number. Mental computation is used in everyday life, it is used for quick calculations and estimations. <italic>Countdown VR</i> is a serious game designed and implemented using the learning mechanics–game mechanics framework. We provide an analysis of different approaches for determining the difficulty level of the game based on a number and target to attain and a selection of numbers combined to reach the target. We assess the user's performance and user's experience in the game, with questionnaires to quantify the related workload, usability, flow, motivation, and potential symptoms of users playing the game. The results provide key information related to the relationships between the subjective and objective evaluations of the proposed VR game by players, with a high correlation between VR sickness questionnaires, and moderate correlations between usability and motivation, flow, and motivation.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 1","pages":"40-51"},"PeriodicalIF":1.7,"publicationDate":"2024-01-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139953663","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 Systematic Review of Model-Driven Game Development Studies","authors":"Amirreza Payandeh;Mohammadreza Sharbaf;Shekoufeh Kolahdouz Rahimi","doi":"10.1109/TG.2024.3356408","DOIUrl":"10.1109/TG.2024.3356408","url":null,"abstract":"Model-driven game development (MDGD) leverages the concept of model-driven engineering and game development. The focus of MDGD is to automate the game development process by emphasizing a higher level of abstraction, which will make game development faster and easier. In recent years, researchers in the MDGD community have developed several approaches in this domain. The goal of this article is to survey and classify existing works in MDGD, identify the challenges in this domain, and provide promising future research directions. To achieve this, we conducted a systematic review by selecting 43 articles from a set of 849. The results show that MDE techniques are used to develop games in various genres. 42% of the investigated studies proposed a graphical concrete syntax for game specification and 56% of them used different target environment tools, such as Unity Engine. Moreover, our suggestions include taking advantage of tooling environments and focusing on game components rather than a complete game.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 1","pages":"1-12"},"PeriodicalIF":1.7,"publicationDate":"2024-01-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139953936","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}
Mohammad Reza Taesiri;Finlay Macklon;Sarra Habchi;Cor-Paul Bezemer
{"title":"Searching Bug Instances in Gameplay Video Repositories","authors":"Mohammad Reza Taesiri;Finlay Macklon;Sarra Habchi;Cor-Paul Bezemer","doi":"10.1109/TG.2024.3355285","DOIUrl":"10.1109/TG.2024.3355285","url":null,"abstract":"Gameplay videos offer valuable insights into player interactions and game responses, particularly data about game bugs. Despite the abundance of gameplay videos online, extracting useful information remains a challenge. This article introduces a method for searching and extracting relevant videos from extensive video repositories using English text queries. Our approach requires no external information, like video metadata; it solely depends on video content. Leveraging the zero-shot transfer capabilities of the contrastive language–image pretraining model, our approach does not require any data labeling or training. To evaluate our approach, we present the \u0000<monospace>GamePhysics</monospace>\u0000 dataset, comprising 26 954 videos from 1873 games that were collected from the \u0000<uri>GamePhysics</uri>\u0000 section on the Reddit website. Our approach shows promising results in our extensive analysis of simple and compound queries, indicating that our method is useful for detecting objects and events in gameplay videos. Moreover, we assess the effectiveness of our method by analyzing a carefully annotated dataset of 220 gameplay videos. The results of our study demonstrate the potential of our approach for applications, such as the creation of a video search tool tailored to identifying video game bugs, which could greatly benefit quality assurance teams in finding and reproducing bugs.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 3","pages":"697-710"},"PeriodicalIF":1.7,"publicationDate":"2024-01-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139953662","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}