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IEEE Transactions on Games最新文献

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A deconstruction of expertise and performance through arcade games 通过街机游戏解构专业知识和绩效
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-06-14 DOI: 10.1109/tg.2024.3414664
Joshua Juvrud, Magnus Johansson, Gustaf Gredebäck, Pär Nyström
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引用次数: 0
An Accessible Version of the Foodbot Factory Serious Game for Nutrition Education 用于营养教育的无障碍版 "食品机器人工厂 "严肃游戏
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-06-14 DOI: 10.1109/tg.2024.3414657
R. Savaglio, J. Brown, B. Kapralos, B. Franco-Arellano, A. LeSage, J. Arcand
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引用次数: 0
Unravelling Player's Insights: A Comparative Analysis of Topic Modelling Techniques on Game Reviews and Video Game Developers' Perspectives 解读玩家的见解:游戏评论和视频游戏开发者视角的主题建模技术比较分析
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-06-10 DOI: 10.1109/tg.2024.3411154
Xinge Tong, Ian Willcock, Yi Sun
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引用次数: 0
The Effects of Social Presence on Gaze, Movement, Arousal and Blink Rate in Autism: A Cooperative Virtual Reality Game-Based Approach 社交存在对自闭症患者凝视、运动、唤醒和眨眼率的影响:基于合作虚拟现实游戏的方法
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-06-05 DOI: 10.1109/TG.2024.3410163
Trent Simmons;Joseph Snider;Leanne Chukoskie
Difficulty in social interaction is a key factor in the diagnostic criteria for autism. Although not fully understood, fluid human social interaction demands a complex exchange of verbal and nonverbal signals, which is disrupted in autistic individuals. Differences in gaze behavior, gross motor movement, and physiological responses related to arousal and attention have been observed repeatedly in autistic individuals, potentially impacting social interaction. Our prior work (Simmons et al., 2023) uses a fully immersive virtual reality video game custom-designed to examine the role of social presence through solo and cooperative versions of the game. We predicted that the inclusion of a virtual presence would impact the temporal execution of gaze behaviors and gross motor movements, as well as modulate physiological arousal and blink rate in autistic individuals differently than nonautistic controls. We found that the cooperative condition produced a larger number of differences in gaze behaviors and gross motor movements for autistic individuals. In addition, arousal and blink rate displayed differences during the cooperative condition. These findings demonstrate the specific effects of a virtual social presence on fundamental behaviors that comprise social interaction and can be measured and eventually manipulated in virtual reality.
社会交往困难是自闭症诊断标准中的一个关键因素。虽然还没有完全理解,但流畅的人类社会互动需要复杂的语言和非语言信号的交换,这在自闭症患者身上被破坏了。凝视行为、大肌肉运动和与觉醒和注意力相关的生理反应的差异在自闭症个体中被反复观察到,这可能会影响社会互动。我们之前的工作(Simmons et al., 2023)使用了一个完全沉浸式的虚拟现实视频游戏,通过游戏的单独和合作版本来检验社交存在的作用。我们预测,与非自闭症患者相比,虚拟存在会影响自闭症患者凝视行为和大运动的时间执行,以及调节生理唤醒和眨眼频率。我们发现,合作条件对自闭症个体的注视行为和大肌肉运动产生了较大的差异。此外,在合作条件下,唤醒和眨眼频率也存在差异。这些发现证明了虚拟社会存在对基本行为的特定影响,这些行为包括社会互动,可以在虚拟现实中测量和最终操纵。
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引用次数: 0
Partial Advantage Estimator for Proximal Policy Optimization 近端政策优化的部分优势估计器
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-06-03 DOI: 10.1109/tg.2024.3408298
Yizhao Jin, Xiulei Song, Gregory Slabaugh, Simon Lucas
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引用次数: 0
Proof Number Based Monte-Carlo Tree Search 基于证明数的蒙特卡洛树搜索
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-05-21 DOI: 10.1109/tg.2024.3403750
Jakub Kowalski, Elliot Doe, Mark H. M. Winands, Daniel Górski, Dennis J. N. J. Soemers
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引用次数: 0
A Hetero-Relation Transformer Network for Multi-Agent Reinforcement Learning 用于多代理强化学习的异关系变压器网络
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-05-10 DOI: 10.1109/tg.2024.3399167
Junho Park, Sukmin Yoon, Yong-Duk Kim
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引用次数: 0
MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari Games MiniZero:AlphaZero 和 MuZero 在围棋、黑白棋和雅达利游戏上的比较分析
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-04-30 DOI: 10.1109/tg.2024.3394900
Ti-Rong Wu, Hung Guei, Pei-Chiun Peng, Po-Wei Huang, Ting Han Wei, Chung-Chin Shih, Yun-Jui Tsai
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引用次数: 0
Procedural Level Generation in Educational Games From Natural Language Instruction 从自然语言教学中生成教育游戏中的程序关卡
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-04-23 DOI: 10.1109/TG.2024.3392670
Vikram Kumaran;Dan Carpenter;Jonathan Rowe;Bradford Mott;James Lester
In the evolving field of mixed-initiative game design, where procedural content generation plays a pivotal role, establishing a comprehensive approach that empowers nontechnical designers to actively shape content generation is essential. Recent developments in large language models (LLMs) significantly alter the landscape of automated text-based content generation. These models offer a significant advantage in mixed-initiative procedural level generation by providing designers with intuitive, natural language (NL) interfaces. The framework presented in this article interprets NL inputs, detailing level design constraints and optimization goals, to aid in the cooperative development of game levels for a strategy game aimed at environmental sustainability education. It enables designers to articulate their vision concerning the problem domain, goal metrics, and desired difficulty level through a textual description. By utilizing LLMs, the framework extracts semantic constraints and optimization objectives, which are then used to generate candidate game levels. The efficacy of these levels is assessed by game-playing agents trained through advanced deep reinforcement learning methods, ensuring alignment with the designer's original specifications. We further evaluate our framework with both experts and nonexperts in designing levels for our strategy game. Their detailed responses confirm that our framework effectively translates NL descriptions into playable game levels, accurately capturing the designers' intended objectives.
在不断发展的混合主动游戏设计领域中,程序内容生成扮演着关键角色,因此建立一种能够让非技术设计师积极塑造内容生成的综合方法至关重要。大型语言模型(llm)的最新发展显著地改变了基于文本的自动内容生成的格局。这些模型通过为设计人员提供直观的自然语言(NL)接口,在混合主动程序关卡生成方面提供了显著优势。本文提出的框架解释了NL输入,详细说明了关卡设计约束和优化目标,以帮助以环境可持续性教育为目标的战略游戏的游戏关卡的合作开发。它使设计人员能够通过文本描述清楚地表达他们对问题领域、目标度量和期望的难度级别的看法。通过利用llm,该框架提取语义约束和优化目标,然后用于生成候选游戏关卡。这些关卡的功效是由经过高级深度强化学习方法训练的游戏代理来评估的,确保与设计师的原始规格保持一致。在为策略游戏设计关卡时,我们会与专家和非专家一起进一步评估我们的框架。他们的详细回答证实了我们的框架有效地将自然语言描述转化为可玩的游戏关卡,准确地捕捉了设计师的预期目标。
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引用次数: 0
Non-Euclidean Video Games: Exploring Player Perceptions and Experiences inside Impossible Spaces 非欧几里得电子游戏:探索玩家在不可能空间中的感知和体验
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-04-09 DOI: 10.1109/tg.2024.3386816
Daniil Osudin, Alena Denisova, Christopher Child
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引用次数: 0
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IEEE Transactions on Games
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