Abstract:This paper introduces a scoping review of 55 articles to explore GPT's potential for games, offering researchers a comprehensive understanding of the current applications and identifying both emerging trends and unexplored areas. We identify five key applications of GPT in current game research: procedural content generation, mixed-initiative game design, mixed-initiative gameplay, playing games, and game user research. Drawing from insights in each of these application areas, we propose directions for future research in each one. This review aims to lay the groundwork by illustrating the state of the art for innovative GPT applications in games, promising to enrich game development and enhance player experiences with cutting-edge AI innovations.
Abstract:Game AI designers must manage complex interactions between the AI character, the game world, and the player, while achieving their design visions. Computational co-creativity tools can aid them, but first, AI and HCI researchers must gather requirements and determine design heuristics to build effective co-creative tools. In this work, we present a participatory design study that categorizes and analyzes game AI designers' workflows, goals, and expectations for such tools. We evince deep connections between game AI design and the design of co-creative tools, and present implications for future co-creativity tool research and development.
Abstract:While work in fields of CSCW (Computer Supported Collaborative Work), Psychology and Social Sciences have progressed our understanding of team processes and their effect performance and effectiveness, current methods rely on observations or self-report, with little work directed towards studying team processes with quantifiable measures based on behavioral data. In this report we discuss work tackling this open problem with a focus on understanding individual differences and its effect on team adaptation, and further explore the effect of these factors on team performance as both an outcome and a process. We specifically discuss our contribution in terms of methods that augment survey data and behavioral data that allow us to gain more insight on team performance as well as develop a method to evaluate adaptation and performance across and within a group. To make this problem more tractable we chose to focus on specific types of environments, Alternate Reality Games (ARGs), and for several reasons. First, these types of games involve setups that are similar to a real-world setup, e.g., communication through slack or email. Second, they are more controllable than real environments allowing us to embed stimuli if needed. Lastly, they allow us to collect data needed to understand decisions and communications made through the entire duration of the experience, which makes team processes more transparent than otherwise possible. In this report we discuss the work we did so far and demonstrate the efficacy of the approach.