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- research-articleJuly 2024
Experiments in Motivating Exploratory Agents
FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital GamesArticle No.: 73, Pages 1–8https://doi.org/10.1145/3649921.3659850Exploration is found in a variety of game genres, but there has been little research in the context of PCG. This paper investigates the potential for exploratory agents to provide feedback on how well levels support exploration, with the ultimate goal ...
- research-articleJuly 2024
A Framework to Even-Out Racetrack Bias
FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital GamesArticle No.: 72, Pages 1–8https://doi.org/10.1145/3649921.3659849Procedural Content Generation (PCG) has demonstrated its capability to create compelling game content across various domains, including racing games. In this paper, a novel approach utilizing PCG is presented that aims to generate racetracks with the ...
- research-articleJuly 2024
Towards Generating Surprising Content in 2D Platform Games
FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital GamesArticle No.: 71, Pages 1–7https://doi.org/10.1145/3649921.3659848Surprise is a key factor for driving engagement in video games. By incorporating unexpected elements, games can create a sense of excitement and curiosity, leading to a more immersive and enjoyable experience. In this paper, we propose a framework for ...
- research-articleJuly 2024
Permalife of the Archive: Archaeogaming as Queergaming
FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital GamesArticle No.: 66, Pages 1–9https://doi.org/10.1145/3649921.3659843Archaeogaming and queer games studies have both grown as paradigms in the last decade. The former broadly refers to the archaeological study of games, while the latter concerns the application of queer theory to the medium. To date, there has been ...
- short-paperJuly 2024
Effects of Adaptive Time Delay on Quality of Experience in First Person Shooter Games
FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital GamesArticle No.: 61, Pages 1–4https://doi.org/10.1145/3649921.3656993Latency impacts individual responsiveness and player-versus-player fairness in first-person shooter (FPS) games, degrading the quality of experience (QoE). Time delay applies a fixed latency to players with lower latency to make the game fair, but has ...
- short-paperJuly 2024
The Creation Blockchain: Documentation and Validation of Work Processes
FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital GamesArticle No.: 60, Pages 1–4https://doi.org/10.1145/3649921.3656992Creators of digital artifacts are increasingly competing with generative artificial intelligence. Next to common plagiarism, this is another reason why proving one’s authorship becomes increasingly important. One way to support this proof is to document ...
- short-paperJuly 2024
Playing Well Together with a Reward System: Understanding Player Preferences for the PS Trophy System
FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital GamesArticle No.: 57, Pages 1–4https://doi.org/10.1145/3649921.3656989Today, many modern gaming platforms use a reward system where players actively collect rewards and form communities around these rewards. Reward systems in games are used to celebrate players when they accomplish specific tasks, levels, or objectives ...
- short-paperJuly 2024
Toward A Game Citation and Reference Workbench
FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital GamesArticle No.: 51, Pages 1–4https://doi.org/10.1145/3649921.3656983Over the last few years, substantial progress has been made both in citation standards for interactive media and in technologies to support easy collection, reference, and sharing of citations of interactive works. We are developing a suite of software ...
- short-paperJuly 2024
Designing Interactive Virtual Tours for Education: Two Case Studies on Virtual Tours of the Chemistry and Biochemistry Laboratories
FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital GamesArticle No.: 50, Pages 1–4https://doi.org/10.1145/3649921.3656982The demand for remote learning and virtual tours increased significantly during the COVID-19 pandemic. While virtual reality training simulations and digital twins have been used in educational settings for a long time, user-friendly methods of ...
- research-articleJuly 2024
Language-Driven Play: Large Language Models as Game-Playing Agents in Slay the Spire
FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital GamesArticle No.: 20, Pages 1–10https://doi.org/10.1145/3649921.3650013One of the major challenges in procedural generation of game rules is evaluating the generated content. Since the effect of a rule on game balance and complexity might not be immediately apparent, one way to evaluate such a content is to simulate the ...
- research-articleJuly 2024
Toward a Design and Play-Focused Approach to Teaching Technical Game Design
FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital GamesArticle No.: 39, Pages 1–7https://doi.org/10.1145/3649921.3650003As of 2023, education surrounding game design has become a fixture in university education systems around the world. As the teaching of game design is an inherently interdisciplinary subject with many connections to the arts and humanities, there are a ...
- research-articleJuly 2024
The Effects of Network Latency on the Peeker's Advantage in First-person Shooter Games
- Samin Shahriar Tokey,
- Zesheng Chen,
- Colin Mettler,
- Dexuan Tang,
- Ben Boudaoud,
- Joohwan Kim,
- Josef Spjut,
- Mark Claypool
FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital GamesArticle No.: 1, Pages 1–10https://doi.org/10.1145/3649921.3650002In first-person shooter (FPS) games, the peeker’s advantage is the edge the moving peeker gets when battling a stationary defender at a corner due to network latency. However, confirmation of (the size of) this advantage based on network latency and the ...
- research-articleJuly 2024
Learning the Game: Decoding the Differences between Novice and Expert Players in a Citizen Science Game with Millions of Players
- Eddie Cai,
- Roman Sarrazin-Gendron,
- Renata Mutalova,
- Parham Ghasemloo Gheidari,
- Alexander Butyaev,
- Gabriel Richard,
- Sébastien Caisse,
- Rob Knight,
- Mathieu Blanchette,
- Attila Szantner,
- Jérôme Waldispühl
FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital GamesArticle No.: 31, Pages 1–10https://doi.org/10.1145/3649921.3649993In recent years, video games have surged in popularity, attracting millions of players across platforms. Citizen science games (CSGs) leverage the processing power of gamers to solve computational and scientific problems. Borderlands Science (BLS) is a ...