Open Access. Powered by Scholars. Published by Universities.®
- Discipline
- Institution
- Publication
- Publication Type
Articles 1 - 9 of 9
Full-Text Articles in Game Design
Prompted Props, Human Pipelines: Evaluating Ai-Generated 3d Assets For Game-Ready Environments, Andrew Begemann, James Hutson
Prompted Props, Human Pipelines: Evaluating Ai-Generated 3d Assets For Game-Ready Environments, Andrew Begemann, James Hutson
Faculty Scholarship
Generative AI systems increasingly promise rapid 3D asset production for game development, yet their practical viability depends on whether generated models can move beyond visual preview into editable, optimized, engine-ready workflows. This article presents a practice-led comparative case study of a stylized fantasy tavern environment produced through two workflows: a human-authored Blender pipeline and an AI-assisted pipeline using Meshy 6 and Hunyuan 3D. Using a fixed asset list, shared visual theme, documented prompts, production-time tracking, visual comparison, topology inspection, UV-map analysis, and post-generation labor accounting, the study evaluates whether text-to-3D tools function as production substitutes, ideation accelerators, or conditional asset …
Floodfriend, Lauren Watson
Floodfriend, Lauren Watson
College of Computing and Digital Media Dissertations
Floodfriend is a two-dimensional puzzle-platformer game with two main characters that are trying to navigate their way out of a cave system. The player controls both the human and the monster of the duo: the hiker responds to direct arrow key input, while the monster can only be persuaded by using the hiker’s flashlight to swim and climb to otherwise inaccessible areas. The game is equal parts a simulation and a toy, encouraging the player to try different methods of interaction to garner the results they want to see. From a design perspective, the game is centered on the push …
The Evolution Of Artificial Intelligence In Gaming, Aditi Jorapur
The Evolution Of Artificial Intelligence In Gaming, Aditi Jorapur
ART 108: Introduction to Games Studies
No abstract provided.
Analysis Of Gameplay Strategies In Hearthstone: A Data Science Approach, Connor W. Watson
Analysis Of Gameplay Strategies In Hearthstone: A Data Science Approach, Connor W. Watson
Theses
In recent years, games have been a popular test bed for AI research, and the presence of Collectible Card Games (CCGs) in that space is still increasing. One such CCG for both competitive/casual play and AI research is Hearthstone, a two-player adversarial game where players seeks to implement one of several gameplay strategies to defeat their opponent and decrease all of their Health points to zero. Although some open source simulators exist, some of their methodologies for simulated agents create opponents with a relatively low skill level. Using evolutionary algorithms, this thesis seeks to evolve agents with a higher skill …
Application Of Retrograde Analysis To Fighting Games, Kristen Yu
Application Of Retrograde Analysis To Fighting Games, Kristen Yu
Electronic Theses and Dissertations
With the advent of the fighting game AI competition, there has been recent interest in two-player fighting games. Monte-Carlo Tree-Search approaches currently dominate the competition, but it is unclear if this is the best approach for all fighting games. In this thesis we study the design of two-player fighting games and the consequences of the game design on the types of AI that should be used for playing the game, as well as formally define the state space that fighting games are based on. Additionally, we also characterize how AI can solve the game given a simultaneous action game model, …
The Birds Of A Feather Research Challenge, Todd W. Neller
The Birds Of A Feather Research Challenge, Todd W. Neller
Computer Science Faculty Publications
Neller presented a set of research challenges for undergraduates that allow an excellent formative experience of research, writing, peer review, and potential presentation and publication through a top-tier conference. The focus problem is the analysis of a newly-designed solitaire card game, Birds of a Feather, so potentials for discovery abound. Open access talk slides, research code, solvability data sets, research tutorial videos, and more are also available at http://cs.gettysburg.edu/~tneller/puzzles/boaf .
Game Specific Approaches To Monte Carlo Tree Search For Dots And Boxes, Jared Prince
Game Specific Approaches To Monte Carlo Tree Search For Dots And Boxes, Jared Prince
Mahurin Honors College Capstone Experience/Thesis Projects
In this project, a Monte Carlo tree search player was designed and implemented for the child’s game dots and boxes, the computational burden of which has left traditional artificial intelligence approaches like minimax ineffective. Two potential improvements to this player were implemented using game-specific information about dots and boxes: the lack of information for decision-making provided by the net score and the inherent symmetry in many states. The results of these two approaches are presented, along with details about the design of the Monte Carlo tree search player. The first improvement, removing net score from the state information, was proven …
Playful Ai Education, Todd W. Neller
Playful Ai Education, Todd W. Neller
Computer Science Faculty Publications
In this talk, Neller shared how games can serve as a fun means of teaching not only game-tree search in Artificial Intelligence (AI), but also such diverse topics as constraint satisfaction, logical reasoning, planning, uncertain reasoning, machine learning, and robotics. He observed that teachers teach best when they enjoy what they share and encouraged AI educators present to teach to their unique strengths and enthusiasms.
Mobile Games With Intelligence: A Killer Application?, Philip Hingston, Clare Bates Congdon, Graham Kendall
Mobile Games With Intelligence: A Killer Application?, Philip Hingston, Clare Bates Congdon, Graham Kendall
Research outputs 2013
Mobile gaming is an arena full of innovation, with developers exploring new kinds of games, with new kinds of interaction between the mobile device, players, and the connected world that they live in and move through. The mobile gaming world is a perfect playground for AI and CI, generating a maelstrom of data for games that use adaptation, learning and smart content creation. In this paper, we explore this potential killer application for mobile intelligence. We propose combining small, light-weight AI/CI libraries with AI/CI services in the cloud for the heavy lifting. To make our ideas more concrete, we describe …