
This paper examines a Retrieval-Augmented Generation (RAG) approach for generating facial expressions in 3D game characters using artificial intelligence. By integrating large language models within a RAG-based architecture, we developed a proof-of-concept system that animates expressions based on Facial Action Coding System (FACs) action units. Testing demonstrates the potential of RAG-driven animations to create immersive, adaptive experiences with contextually appropriate expressions that enhance perceived emotional responsiveness in Non-Playable Characters, highlighting RAG’s promise for dynamic character interactions and AI-driven personalization in game development.
Client-side exploits, such as wall-hacks and aimbots, affect the competitive integrity of games. Competitive games prevent such exploits through kernel-level monitoring that not only invades the player’s privacy but also potentially opens a channel for kernel-level attacks on the player’s computer.Capability architectures, which attach additional metadata to memory, offer a solution to preventing client-side exploits that can be palatable to both players and game designers. By compartmentalizing memory with restricted permissions, games can prevent players from viewing or modifying memory associated with the game directly. However, games need not have access to the entire system at the kernel-level to perform this task. We propose integrating a first-person shooter running on Linux within a modern capability architecture.
Ontologies are adopted in, and for information systems, Artificial Intelligence, software engineering, and a range of knowledge engineering and data integration practices. However, the concept of ontology can be challenging to grasp, foundational and domain ontologies can be difficult to learn, develop, and (re)use, while dedicated methods for engaging domain experts and non-scientific stakeholders with ontologies are limited. This paper addresses these issues with the introduction of an easy-to-learn ontology game called Type Token, a multiplayer analog card game based on the Unified Foundational Ontology (UFO), which offers a fun and appealing way to learn basic ontology theories. Through a competitive, collaborative modeling activity and the scaffolding of increasingly complex ontological notions in gameplay, the game represents a tool for groups to engage in active learning with ontologies. Feedback from initial playtesting at various informal and formal events suggests that game-based group learning is a promising addition to ontology education materials and that discussion and engagement fostered through game and play can activate and reinforce ontological thinking. Ongoing development initiated by the design and implementation of Type Token has also uncovered ways to enact collaborative ontology development through dialogue and rule-based interactions, a future direction in the evolution of ontology education.
As the gaming industry grows, there is a greater need for high-quality, complex games, which requires efficient and scalable testing methods. This paper maps recording-based game test automation tools that record and replay user actions to make testing easier and reduce manual work. We analyzed 20 tools mentioned in industry blogs and grouped them into game-specific and general-purpose categories. We also evaluated their compatibility, input simulation features, scripting options, and integration with game engines.Our findings indicate that general-purpose tools, the most frequently mentioned in blog sources, offer broad adaptability across platforms but are typically limited to user interface and visual testing. In contrast, game-specific tools provide deeper integration with game engines, supporting access to in-game mechanics and making them better suited for testing gameplay aspects. Our observations intend to conduct industry and academic efforts toward more reliable, scalable, and cost-effective approaches to automated game testing.
Game testing ensures quality and is typically performed by human testers. Although game testing has advanced, the literature lacks research on generating human-crafted game tests. Traditional software testing techniques, such as exploratory testing, can be adapted to video games. We introduce XPloiT, a framework for exploratory testing of video games. We developed it using insights from traditional exploratory software testing, game testing, and prior research. The framework includes testing strategies tailored for video games, a recommended strategy order, and guidelines for applying each strategy. As an initial evaluation, we applied XPloiT to a platform game under development by an indie studio. XPloiT uncovered several bugs, more than half of which were previously unknown and confirmed by the developer. These findings support further development and assessment of the framework.
Entity Component System (ECS) is an emerging software engineering pattern for implementing real-time applications. ECS has been primarily used in the video game industry, but its applications and implications have not been thoroughly studied in academia. This lack of academic study makes it difficult to assess ECS with the usual software engineering criteria and compare it to other architectures. In this paper, we conducted a systematic mapping study to identify ECS publication trends, ECS research focus, and the implications of developing with ECS. We performed searches in three databases, resulting in 82 total papers, from which we obtained 25 relevant papers. We synthesized the obtained papers to produce an overview of the state-of-the-art for ECS. This mapping study shows the main publication trends, and research focus, and shows that the literature has identified more benefits for ECS than downsides, potentially indicating a positive bias due to the novelty of the topic. This mapping study also serves as a foundation for future research in academia surrounding the ECS pattern.
The evolving expectations within gaming communities drive ongoing research and development efforts to devise innovative methods for constructing intricate gameful systems. These methods incorporate cutting-edge technologies like AI, AR/VR, and biometrics, to meet the needs of gaming communities. Gameful systems encompass three main categories: entertainment games, which offers captivating user experiences aimed at immersing and retaining players; serious games, which combines the entertainment aspect of gaming with specific goals in domains such as education, training, and healthcare; and gamified applications, which augments non-entertainment applications, like learning management systems, by integrating game elements.
Context. Virtual reality (VR) is on the rise in popularity, yet its notable energy consumption demands attention. With the expanding adoption of VR, it becomes crucial to comprehend the energy consumption trends among various VR applications and explore strategies for minimizing their energy usage. Goal. We aim to empirically assess the energy consumption in widely-used VR applications. Our focus is on (i) identifying the influence of energy-intensive components within VR towards the overall energy consumption of VR applications and (ii) comparing the differences in these factors across popular VR applications. Method. We use a Meta Quest 2 headset to assess energy-intensive components in 9 VR applications across 3 different domains. Adopting a 'multiple factors - single treatment' (MF-ST) design, we collect energy measures and statistically analyze them. Results. The study provides evidence that display, storage, memory, CPU, and GPU utilization correlate weakly with the energy consumption of VR applications. It also emerged that the energy consumption of VR applications may be influenced by factors related to usage scenarios, but less so by the specific applications used. The energy consumption of VR games is significantly lower than that of Entertainment and Education VR applications. Conclusions. This is a first step towards creating awareness and providing evidence-based results to VR developers for designing and developing greener VR applications.
Software Refactoring, a critical skill in software development, involves reorganizing code without altering its functionality. Despite its importance, many developers find refactoring complex and risky, often hesitating to adopt tools designed to assist in this process. To bridge this gap in this paper, we investigate the impact of gamification on the refactoring process and the usability of existing refactoring tools. Our research introduces RefGame, an innovative game-based tool that aims to enhance the learning experience in identifying and applying refactoring techniques. We used RefGame in an exploratory study that involved 322 computer science students. Then, we collected the feedback provided by these students via a survey. Our findings provide insight into the potential of gamification to make software refactoring education more accessible and effective, addressing the current challenges in teaching and learning refactoring techniques.
In a case study spanning four classic Super Mario games and the analysis of 237 known glitches within them, we classify a variety of weaknesses that are exploited by speedrunners to enable them to beat games quickly and in surprising ways. Using the Seven Pernicious Kingdoms software defect taxonomy and the Common Weakness Enumeration, we categorize the glitches by the weaknesses that enable them. We identify 7 new weaknesses that appear specific to games and which are not covered by current software weakness taxonomies.
As the complexity of video games continues to evolve, so does the importance of effective game testing methodologies. To this end, automated game testing has emerged as a pivotal approach to ensure the quality and functionality of modern games. This paper presents a comprehensive survey of metrics utilized in automated game testing, aiming to provide a deeper understanding of the parameters used to evaluate the robustness and performance of video game testing activities. Through the conduction of a Systematic Literature Review and the Open and Axial coding approaches, the results of the study provide a taxonomy of 26 different metrics for video game testing assessment, grouped in six higher-level categories. The elicited set of metrics can serve as a tool for game testers, researchers and tool developers to evaluate testing approaches and techniques and enable comparability of research results.
This paper presents the challenge of interface handling for different building constituents in the context of PGB (Procedural Generation of Buildings). Alongside this challenge, the current state of research about interfaces and their handling in current implementations of (almost) complete buildings is presented. Afterwards, different means of integration are discussed including their expected impacts, implementation efforts, and control mechanisms. Handling the integration challenge for PGB can be understood as a meta challenge with several design choices, making several decisions for controlling complexity both computationally and regarding the implementation effort. One set of such decisions is presented, optimised to cover many common cases of buildings while utilising currently existing generators and their limited compatibility to procedurally generate complete buildings with manageable efforts.
This paper explores the use of visual scripting languages in game engines, particularly in Unity, comparing different third-party frameworks. The typical applications of visual scripting in games are examined and compared, including dialog, Non-Playable Character behavior, camera movement, and more. Unity's built-in visual scripting tool, formerly Bolt, is examined in detail and compared to various third-party commercial frameworks such as Node Canvas, Playmaker, Behavior Designer and Flow Canvas.
In video game development, bug detection and reproduction are crucial for productivity. Automating these tasks has been a longstanding goal in the industry to reduce quality management costs. While Artificial Intelligence (AI) offers avenues for automation, its integration into the game development cycle is often cost-prohibitive. This paper presents a novel detection technique that leverages data readily available from the game engine and a time-saving tool for bug reproduction. Our results demonstrate a significant improvement in the bug detection and reproduction workflow, reducing the time spent by testers and developers by one-third compared to manual methods without compromising on manual testers' detection accuracy. The primary aim of this paper is to introduce the technique and validate its compatibility with game engine workflows. Utilizing the Unity engine, the developed tool specifically targets camera clipping bugs. Thus, the proposed technique, while effective, is somewhat limited in scope. For broader applications, source code adaptations are necessary to integrate with other game engines and detect various bug types.
Video game development has undergone a significant transformation in the last decade, with modern games becoming increasingly complex and sophisticated. Testing these games for quality assurance is challenging and time-consuming, often relying on manual testers. In this paper, we introduce an automated testing approach that combines Behavior-Driven Development (BDD) with Reinforcement Learning (RL) to streamline the testing process. We present a framework that uses natural language-based test cases to describe game behaviors and expected outcomes, combined with RL, to test games automatically. We validated our approach through tests on four distinct Python-based games. We analyzed the impact of game complexity on training duration and discussed the challenges of defining optimal reward functions. Our framework provides a structured approach to address RL complexities, simplifying the process of creating test scenarios. Combining BDD and RL offers a promising solution to test complex modern video games more efficiently and ensure higher game quality upon release.
While testing takes on a fundamental role to verify software quality and correctness, it often results to be overlooked in the educational field and students often approach it unwillingly, due to its repetitiveness. Our aim is to exploit gamification to engage students by providing them with dynamics like competition, self-expression, and personal improvement. We designed and developed Unit Brawl, a gamified application meant to manage multiple rounds, each one consisting of students developing Java programs and unit tests to be executed on each other. The players collect points by writing correct code that does not make the other players' test cases fail, or by writing test cases capable of detecting defects in the other players' code. The results of a preliminary evaluation to assess the functionality and performance of Unit Brawllook promising. They make us confident about its stability, so we plan an evaluation with students in order to verify the effectiveness of the applied game elements in enhancing the students' interest towards testing topics and their learning.
The games industry is growing worldwide, even eclipsing the global film industry as a premier entertainment solution. Developing a commercial game is a complex, lengthy, and costly process. Therefore, quality assurance (QA) is critical for producing high-quality games that are fun and reasonably defect-free. Prior studies have explored game development methodologies and testing approaches, goals, and automation. However, they have not addressed the disparate contexts of independent (indie) and non-indie game development with respect to available funding and resources. Since indie games make up the lion’s share of newly released games each year, we want to empower their developers by maximizing their QA opportunities within their resource constraints. To lay the foundation for such support, we surveyed 19 game developers who have experience with commercially released games to learn about their QA experiences and perspectives based on 22 of their released game projects. Our survey results show that indies have less clear goals and plans for testing, perform tests on a conditional basis over a regular testing schedule, and have subjective test results.
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.
Game engines provide video game developers with a wide range of fundamental subsystems for creating games, such as 2D/3D graphics rendering, input device management, and audio playback. Developers often integrate these subsystems with other applications or extend them via plugins. To integrate or extend correctly, developers need a broad system architectural understanding. However, architectural information is not always readily available and is often overlooked in this kind of system. In this work, we propose an approach for game engine architecture recovery and explore the architecture of three popular open-source game engines (Cocos2d-x, Godot, and Urho3D). We perform manual subsystem detection and use Moose, a platform for software analysis, to generate architectural models. With these models, we answer the following questions: Which subsystems are present in game engines? Which subsystems are more often coupled with one another? Why are these subsystems coupled with each other? Results show that the platform independence, resource management, world editor, and core subsystems are frequently included by others and therefore act as foundations for the game engines. Furthermore, we show that, by applying our approach, game engine developers can understand whether subsystems are related and divide responsibilities. They can also assess whether relationships among subsystems are appropriate for the game engine.
As the complexity and scope of game development increases, play testing remains an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of play testing gives space to improvements in the process. In this study, we investigate gaps between academic solutions in the literature for automated video game testing and the needs of video game developers in the indus-try. We performed a literature review on video game automated testing and applied an online survey with video game develop-ers. The literature results show a rise in research topics related to automated video game testing. The survey results show that game developers are skeptical about using automated agents to test games. We conclude that there is a need for new testing approaches that did not disrupt the developer workflow. As for the researchers, the focus should be on the testing goal and testing oracle.