To be or not to be stuck, or is it a continuum? a systematic literature review on the concept of being stuck in games

T Drey, F Fischbach, P Jansen, J Frommel… - Proceedings of the …, 2021 - dl.acm.org
Players can get stuck in video games, which impedes their process to their goal and results
in unfavorable outcomes like negative emotions, impediments of flow, and obstacles for …

Talakat: Bullet hell generation through constrained map-elites

A Khalifa, S Lee, A Nealen, J Togelius - Proceedings of The Genetic and …, 2018 - dl.acm.org
We describe a search-based approach to generating new levels for bullet hell games, which
are action games characterized by and requiring avoidance of a very large amount of …

Orchestrating game generation

A Liapis, GN Yannakakis, MJ Nelson… - IEEE Transactions …, 2018 - ieeexplore.ieee.org
The design process is often characterized by and realized through the iterative steps of
evaluation and refinement. When the process is based on a single creative domain such as …

Designing game feel: A survey

M Pichlmair, M Johansen - IEEE Transactions on Games, 2021 - ieeexplore.ieee.org
Game feel design is the intentional design of the affective impact of moment-to-moment
interaction with games. In this article, we survey academic research and publications by …

Data agent

MC Green, GAB Barros, A Liapis… - Proceedings of the 13th …, 2018 - dl.acm.org
This paper introduces DATA Agent, a system which creates murder mystery adventures from
open data. In the game, the player takes on the role of a detective tasked with finding the …

Ai-assisted game debugging with cicero

T Machado, D Gopstein, A Nealen… - 2018 IEEE Congress …, 2018 - ieeexplore.ieee.org
We present Cicero, a mixed-initiative application for prototyping two-dimensional sprite-
based games across different genres such as shooters, puzzles, and action games. Cicero …

Statistical modelling of level difficulty in puzzle games

JT Kristensen, A Valdivia… - 2021 IEEE Conference on …, 2021 - ieeexplore.ieee.org
Successful and accurate modelling of level difficulty is a fundamental component of the
operationalisation of player experience as difficulty is one of the most important and …

Artificial intelligence for designing games

P Machado, J Romero, G Greenfield - Artificial Intelligence and the Arts …, 2021 - Springer
Making a game requires a diverse set of skills and talents: visual design, sound design, level
design and narrative design require developers to be creative within their own domain but …

[PDF][PDF] Simulation-driven optimisation in didactic game design.

E Palencsár, S Szilágyi - Annales Mathematicae et …, 2024 - ami.uni-eszterhazy.hu
In educational settings, the utilisation of didactic games is a growing trend. Modifying
existing games often proves inadequate for addressing certain complex course materials …

Assessing video game balance using autonomous agents

C Politowski, F Petrillo, G ElBoussaidi… - 2023 IEEE/ACM 7th …, 2023 - ieeexplore.ieee.org
As the complexity and scope of games increase, game testing, also called playtesting,
becomes an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc …