15 research outputs found
Improving Video Game Balance Testing Using Autonomous Agents
As the complexity and scope of game development increase, playtesting (game testing) remains an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of game testing gives space for improvements in the process. In this thesis, we research, design, and implement an approach to enhance game testing to balance video games. Instead of manually testing games, we present an automated approach with autonomous agents to aid game developers to assess the game's balance. We describe the process of training the agents, playing the game, and assessing the game balance using game attributes. We validated our testing process with two platform games. We conclude that the use of autonomous agents to test games is faster than the manual feedback loop and provides a viable solution for game balancing, showing spikes in difficulty between game versions and issues with the game design
PlayMyData: a curated dataset of multi-platform video games
Being predominant in digital entertainment for decades, video games have been
recognized as valuable software artifacts by the software engineering (SE)
community just recently. Such an acknowledgment has unveiled several research
opportunities, spanning from empirical studies to the application of AI
techniques for classification tasks. In this respect, several curated game
datasets have been disclosed for research purposes even though the collected
data are insufficient to support the application of advanced models or to
enable interdisciplinary studies. Moreover, the majority of those are limited
to PC games, thus excluding notorious gaming platforms, e.g., PlayStation,
Xbox, and Nintendo. In this paper, we propose PlayMyData, a curated dataset
composed of 99,864 multi-platform games gathered by IGDB website. By exploiting
a dedicated API, we collect relevant metadata for each game, e.g., description,
genre, rating, gameplay video URLs, and screenshots. Furthermore, we enrich
PlayMyData with the timing needed to complete each game by mining the HLTB
website. To the best of our knowledge, this is the most comprehensive dataset
in the domain that can be used to support different automated tasks in SE. More
importantly, PlayMyData can be used to foster cross-domain investigations built
on top of the provided multimedia data.Comment: Accepted at the The 21st Mining Software Repositories (MSR 2024
Learning from the Past: a Process Recommendation System for Video Game Projects using Postmortems Experiences
Context: The video game industry is a billion dollar industry that faces problems in the way games are developed. One method to address these problems is using developer aid tools, such as Recommendation Systems. These tools assist developers by generating recommendations to help them perform their tasks.
Objective: This article describes a systematic approach to recommend development processes for video game projects, using postmortem knowledge extraction and a model of the context of the new project, in which “postmortems” are articles written by video game developers at the end of projects, summarizing the experience of their game development team. This approach aims to provide reflections about development processes used in the game industry as well as guidance to developers to choose the most adequate process according to the contexts they’re in.
Method: Our approach is divided in three separate phases: in the the first phase, we manually extracted the processes from the postmortems analysis; in the second one, we created a video game context and algorithm rules for recommendation; and finally in the third phase, we evaluated the recommended processes by using quantitative and qualitative metrics, game developers feedback, and a case study by interviewing a video game development team.
Contributions: This article brings three main contributions. The first describes a database of developers’ experiences extracted from postmortems in the form of development processes. The second defines the main attributes that a video game project contain, which it uses to define the contexts of the project. The third describes and evaluates a recommendation system for video game projects, which uses the contexts of the projects to identify similar projects and suggest a set of activities in the form of a process
Assessing Video Game Balance using Autonomous Agents
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 nature of game testing leaves space for
automation. In this paper, we research, design, and implement an approach to
supplement game testing to balance video games with autonomous agents. We
evaluate our approach with two platform games. We bring a systematic way to
assess if a game is balanced by (1) comparing the difficulty levels between
game versions and issues with the game design, and (2) the game demands for
skill or luck