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SeekWhence a retrospective analysis tool for general game design

Published: 14 August 2017 Publication History

Abstract

This paper describes the design of SeekWhence, a retrospective analysis tool for gameplay session. SeekWhence is a new addition to the Cicero AI-assisted game design tool, which is built on top of the Video Game Description Language (VGDL) and the General Video Game Framework (GVG-AI). With SeekWhence, designers can prototype their games and record gameplay sessions simulated by agents or human players. They can go back and forth on every frame of the recorded session, analyzing it step by step and import it into their current project to edit it. This paper explains the technical details of SeekWhence and gives examples of its usage.

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Cited By

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  • (2021)Adversarial Behaviour Debugging in a Two Button Fighting Game2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9618893(01-08)Online publication date: 17-Aug-2021
  • (2019)General Video Game AI: A Multitrack Framework for Evaluating Agents, Games, and Content Generation AlgorithmsIEEE Transactions on Games10.1109/TG.2019.290102111:3(195-214)Online publication date: Sep-2019
  • (2019)Pitako - Recommending Game Design Elements in Cicero2019 IEEE Conference on Games (CoG)10.1109/CIG.2019.8848081(1-8)Online publication date: Aug-2019
  • Show More Cited By

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    cover image ACM Other conferences
    FDG '17: Proceedings of the 12th International Conference on the Foundations of Digital Games
    August 2017
    545 pages
    ISBN:9781450353199
    DOI:10.1145/3102071
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • Microsoft: Microsoft
    • Massive Entertainment: Massive Entertainment

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 14 August 2017

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    Author Tags

    1. game analysis and visualizations
    2. game prototyping
    3. gameplay sessions
    4. retrospective analysis

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    • Research-article

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    FDG'17
    Sponsor:
    • Microsoft
    • Massive Entertainment

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    FDG '17 Paper Acceptance Rate 36 of 89 submissions, 40%;
    Overall Acceptance Rate 152 of 415 submissions, 37%

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    Cited By

    View all
    • (2021)Adversarial Behaviour Debugging in a Two Button Fighting Game2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9618893(01-08)Online publication date: 17-Aug-2021
    • (2019)General Video Game AI: A Multitrack Framework for Evaluating Agents, Games, and Content Generation AlgorithmsIEEE Transactions on Games10.1109/TG.2019.290102111:3(195-214)Online publication date: Sep-2019
    • (2019)Pitako - Recommending Game Design Elements in Cicero2019 IEEE Conference on Games (CoG)10.1109/CIG.2019.8848081(1-8)Online publication date: Aug-2019
    • (2018)Fostering creativity in the mixed-initiative evolutionary dungeon designerProceedings of the 13th International Conference on the Foundations of Digital Games10.1145/3235765.3235815(1-8)Online publication date: 7-Aug-2018
    • (2018)AtDELFIProceedings of the 13th International Conference on the Foundations of Digital Games10.1145/3235765.3235790(1-10)Online publication date: 7-Aug-2018
    • (2018)Usertesting Without the UserComputers in Entertainment10.1145/318356816:2(1-18)Online publication date: 10-Apr-2018
    • (2018)Using a Team of General AI Algorithms to Assist Game Design and Testing2018 IEEE Conference on Computational Intelligence and Games (CIG)10.1109/CIG.2018.8490417(1-8)Online publication date: Aug-2018

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