Deep learning for procedural content generation

J Liu, S Snodgrass, A Khalifa, S Risi… - Neural Computing and …, 2021 - Springer
Procedural content generation in video games has a long history. Existing procedural
content generation methods, such as search-based, solver-based, rule-based and grammar …

Dynamic difficulty adjustment approaches in video games: a systematic literature review

F Mortazavi, H Moradi, AH Vahabie - Multimedia Tools and Applications, 2024 - Springer
Providing an appropriate difficulty level in a game is critical for kee** players engaged.
Dynamic Difficulty Adjustment (DDA) is a common approach for optimizing player …

Player-driven game analytics: The case of guild wars 2

J Pfau, M Seif El-Nasr - Proceedings of the 2023 CHI Conference on …, 2023 - dl.acm.org
Video game analytics are widely adopted within academia and industrial development–yet,
the player's perspective is rarely considered as a driving factor, even though vast …

Damage optimization in video games: A player-driven co-creative approach

J Pfau, M Charan, E Kleinman… - Proceedings of the 2024 …, 2024 - dl.acm.org
The concept of dealing damage is established and widespread in video games. With
growing complexity and countless interactions in modern games, capturing how damage …

Video game automated testing approaches: An assessment framework

A Albaghajati, M Ahmed - IEEE transactions on games, 2020 - ieeexplore.ieee.org
The video-game industry has recently grown from focused markets to mainstream. The
advancements the industry has been enjoying motivated researchers to propose techniques …

[HTML][HTML] Adaptive virtual reality horror games based on machine learning and player modeling

ES de Lima, BMC Silva, GT Galam - Entertainment Computing, 2022 - Elsevier
Fear is a basic human emotion that can be triggered by different situations, which vary from
person to person. However, game developers usually design horror games based on a …

Using reinforcement learning for load testing of video games

R Tufano, S Scalabrino, L Pascarella… - Proceedings of the 44th …, 2022 - dl.acm.org
Different from what happens for most types of software systems, testing video games has
largely remained a manual activity performed by human testers. This is mostly due to the …

Dungeons & replicants II: automated game balancing across multiple difficulty dimensions via deep player behavior modeling

J Pfau, A Liapis, GN Yannakakis… - IEEE Transactions on …, 2022 - ieeexplore.ieee.org
Video game testing has become a major investment of time, labor, and expense in the game
industry. Particularly the balancing of in-game units, characters, and classes can cause long …

Mining player behavior patterns from domain-based spatial abstraction in games

SS Maram, J Pfau, J Villareale, Z Teng… - … IEEE Conference on …, 2023 - ieeexplore.ieee.org
Identifying explainable player strategies and decision patterns that give insights into player
behavior is one of the most difficult tasks for game analytics, yet yields great informative …

Player segmentation with inspect: Revealing systematic behavior differences within mmorpg and educational game case studies

Z Teng, J Pfau, SS Maram, M Seif El-Nasr - Extended Abstracts of the …, 2022 - dl.acm.org
Visualization tools have aided game analytics in a multitude of ways. Yet, producing
customized representations that focus on specific research questions remains an open …