@article{TODO, title={TODO: Fill in this citation!}, author={TODO}, year={1970} } %---------------% % Metroidvanias % %---------------% @inproceedings{oliveira2020framework, title={A Framework for Metroidvania Games}, author={Oliveira, Bruno Pinheiro and da Rocha Franco, Artur de Oliveira and da Silva, Jos{\'e} Wellington Franco and de Carvalho Gomes, Fernando Ant{\^o}nio and Maia, Jos{\'e} Gilvan Rodrigues}, year={2020}, booktitle={SBGames 2020 - Brazilian Symposium on Computer Games and Digital Entertainment}, url={https://www.sbgames.org/sbgames2020/proceedings/}, urldate={2022-05-26} } @phdthesis{ofner2021play, title={Play me a Story: {Storytelling} in the Metroidvania game "{Hollow Knight}"}, author={Ofner, Claudia Susanne}, year={2021}, institution={Karl-Franzens-Universität Graz} } @conference{horn2019insects, title = "Of Insects, Wisps, and Uncertainty: A Hermeneutical Comparative Analysis of Ori and the Blind Forest and Hollow Knight", abstract = "This paper is a multidisciplinary comparative analysis of two recent ludonarrative artifacts, Ori and the Blind Forest and Hollow Knight. Coming from the context of the uncertainty of light generated by the wave-particle duality paradox, and utilizing the analytical framework of game hermeneutics, this paper will argue that uncertainty acts as the central ludic and narrative impulse for both of these games. The first section will present the uncertainty inherent in the double hermeneutic and provide some brief context for the discussion of the two games. The second section will compare the gameplay experience, while the third section will contrast the narratives. The final section will conclude. ", keywords = "Game studies", author = "Benjamin Horn", note = "Information for this record is supplemented by the author(s) concerned.; 25th International Symposium on Electronic Art (ISEA 2019) : LUX AETERNA (Eternal Light), ISEA2019 ; Conference date: 22-06-2019 Through 28-06-2019", year = "2019", month = jun, language = "English", url = "http://isea2019.isea-international.org, http://isea2019.isea-international.org/fullPro.asp" } @inproceedings{stein2020pure, title = {Pure Vessels: {The} Insect and the Other in Dark Souls and Hollow Knight}, booktitle = {Proceedings of the Insect Entanglements Workshop}, year = 2020, publisher = {Zenodo}, month = jun, doi = {10.5281/zenodo.4603508}, url = {https://doi.org/10.5281/zenodo.4603508} } @inproceedings{mackenzie2021interactive, title={Interactive Spatial Disorder in {Castlevania: Symphony of the Night}}, author={Mackenzie, Madeleine}, booktitle={Proceedings of DiGRA Australia 2021}, year={2021} } %-------------% % Randomizers % %-------------% @phdthesis{jewett2021game, title={Game Randomization: Emergent Gameplay Communities}, author={Jewett, Celeste Clark}, year={2021}, institution={University of California, Santa Cruz} } %----------------------% % Graphy (& other) PCG % %----------------------% % Dormans basal paper on cyclic generation @inproceedings{dormans2010adventures, author = {Dormans, Joris}, title = {Adventures in Level Design: Generating Missions and Spaces for Action Adventure Games}, year = {2010}, isbn = {9781450300230}, publisher = {Association for Computing Machinery}, address = {New York, NY, USA}, url = {https://doi.org/10.1145/1814256.1814257}, doi = {10.1145/1814256.1814257}, abstract = {This paper investigates strategies to generate levels for action adventure games. This genre relies more strongly on well-designed levels than rule-driven genres such as strategy or roleplaying games for which procedural level generation has been successful in the past. The approach outlined by this paper distinguishes between missions and spaces as two separate structures that need to be generated in two individual steps. It discusses the merits of different types of generative grammars for each individual step in the process.}, booktitle = {Proceedings of the 2010 Workshop on Procedural Content Generation in Games}, articleno = {1}, numpages = {8}, keywords = {procedural generation, action adventure games, level design}, location = {Monterey, California}, series = {PCGames '10} } % Uses ASP to generate mission graphs @inproceedings{smith2018graph, title={Graph-based generation of action-adventure dungeon levels using answer set programming}, author={Smith, Thomas and Padget, Julian and Vidler, Andrew}, booktitle={Proceedings of the 13th International Conference on the Foundations of Digital Games}, pages={1--10}, year={2018} } % Given mission graphs as input, uses ASP to do graph partitioning to embed the % mission graph into a 2D grid. @inproceedings{abuzuraiq2019taksim, title={Taksim: A Constrained Graph Partitioning Framework for Procedural Content Generation}, author={Abuzuraiq, Ahmed M and Ferguson, Arron and Pasquier, Philippe}, booktitle={2019 IEEE Conference on Games (CoG)}, pages={1--8}, year={2019}, organization={IEEE} } % A nice survey of PCG techniques for dungeons which includes Dormans' % cyclic generator, mission graphs, and even ORE (covers stuff pretty % well IMO). @article{vanderlinden2014procedural, author={van der Linden, Roland and Lopes, Ricardo and Bidarra, Rafael}, journal={IEEE Transactions on Computational Intelligence and AI in Games}, title={Procedural Generation of Dungeons}, year={2014}, volume={6}, number={1}, pages={78-89}, doi={10.1109/TCIAIG.2013.2290371} } %---------------------------% % Computational Exploration % %---------------------------% % A full formal mathematical model of topological maps (i.e., node-edge things % like what I'm using) that include stuff about distances & directions! @article{remolina2004towards, title = {Towards a General Theory of Topological Maps}, journal = {Artificial Intelligence}, volume = {152}, number = {1}, pages = {47-104}, year = {2004}, issn = {0004-3702}, doi = {https://doi.org/10.1016/S0004-3702(03)00114-0}, url = {https://www.sciencedirect.com/science/article/pii/S0004370203001140}, author = {Emilio Remolina and Benjamin Kuipers}, keywords = {Topological maps, Causal maps, View graph, Spatial representations, Map building, Cognitive robotics, Spatial semantic hierarchy (SSH), Nested abnormality theories (NATs)}, abstract = {We present a general theory of topological maps whereby sensory input, topological and local metrical information are combined to define the topological maps explaining such information. Topological maps correspond to the minimal models of an axiomatic theory describing the relationships between the different sources of information explained by a map. We use a circumscriptive theory to specify the minimal models associated with this representation. The theory here proposed is independent of the exploration strategy the agent follows when building a map. We provide an algorithm to calculate the models of the theory. This algorithm supports different exploration strategies and facilitates map disambiguation when perceptual aliasing arises.} } @incollection{emerson1990temporal, title={Temporal and modal logic}, author={Emerson, E Allen}, booktitle={Formal Models and Semantics}, pages={995--1072}, year={1990}, publisher={Elsevier} } % Introduces Go-Explore reinforcement learning @article{ecoffet2021first, title={First Return, Then Explore}, author={Adrien Ecoffet and Joost Huizinga and Joel Lehman and Kenneth O. Stanley and Jeff Clune}, year={2021}, month={2}, pages={580--586}, volume={590}, journal={Nature}, doi={10.1038/s41586-020-03157-9}, url={https://doi.org/10.1038/s41586-020-03157-9}, urldate={2022-05-26} } % Robotics paper on building a topological map including loop resolution using % graph isomorphism. % Uses the concept of frontiers in choosing where to explore next. @article{gomez2019topological, AUTHOR = {Gomez, Clara and Hernandez, Alejandra C. and Barber, Ramon}, TITLE = {Topological Frontier-Based Exploration and Map-Building Using Semantic Information}, JOURNAL = {Sensors}, VOLUME = {19}, YEAR = {2019}, NUMBER = {20}, ARTICLE-NUMBER = {4595}, URL = {https://www.mdpi.com/1424-8220/19/20/4595}, ISSN = {1424-8220}, ABSTRACT = {Exploration of unknown environments is a fundamental problem in autonomous robotics that deals with the complexity of autonomously traversing an unknown area while acquiring the most important information of the environment. In this work, a mobile robot exploration algorithm for indoor environments is proposed. It combines frontier-based concepts with behavior-based strategies in order to build a topological representation of the environment. Frontier-based approaches assume that, to gain the most information of an environment, the robot has to move to the regions on the boundary between open space and unexplored space. The novelty of this work is in the semantic frontier classification and frontier selection according to a cost–utility function. In addition, a probabilistic loop closure algorithm is proposed to solve cyclic situations. The system outputs a topological map of the free areas of the environment for further navigation. Finally, simulated and real-world experiments have been carried out, their results and the comparison to other state-of-the-art algorithms show the feasibility of the exploration algorithm proposed and the improvement that it offers with regards to execution time and travelled distance.}, DOI = {10.3390/s19204595} } @inproceedings{zhan2018taking, title={Taking the Scenic Route: {Automatic} Exploration for Videogames}, author={Zhan, Zeping and Aytemiz, Batu and Smith, Adam M.}, journal={2nd Workshop on Knowledge Extraction from Games at the 33rd AAAI Conference on Artificial Intelligence}, pages={26--34}, year={2019}, month={1}, url={http://ceur-ws.org/Vol-2313/KEG_2019_paper_9.pdf}, urldate={2022-05-26} } @article{osborn2021mappyland, title={MappyLand: Fast, Accurate Mapping for Console Games}, author={Osborn, Joseph C. and Summerville, Adam and Dailey, Nathan and Lim, Soksamnang}, year={2021}, month={Oct.}, url={https://ojs.aaai.org/index.php/AIIDE/article/view/18892}, urldate={2022-05-26}, journal={Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment}, volume={17}, number={1}, pages={66--73}, abstractNote={We present MappyLand, a rewrite and enhancement of the earlier Mappy automatic game mapping system, which leverages instrumentation of a game console emulator to produce, from a sequence of game inputs, accurate annotations for action/adventure games including object detection and tracking, in-game camera movement, grid-based tile maps, and links between identified disparate spaces. The overhead of generating these annotations is on the order of one millisecond per observed frame. We also show a higher latency (but still online) algorithm for merging together previous observations of distinct game maps for the purposes of agent localization across a long period of time. Specifically, our system can determine a consistent graph of game rooms from a set of strings of game rooms, capturing behaviors like backtracking and synthesizing observations from multiple play sessions. Altogether, this fast, accurate approach to mapping yields new and useful knowledge representations and expedient ways to produce new datasets given just a game and some example play.} } % A NetHack bot designed specifically to discover secret areas % Occupancy-map-based @article{campbell2019exploration, author={Campbell, Jonathan and Verbrugge, Clark}, journal={IEEE Transactions on Games}, title={Exploration in NetHack With Secret Discovery}, year={2019}, volume={11}, number={4}, pages={363--373}, doi={10.1109/TG.2018.2861759} } % A computational model of human exploration cognitive mechanisms % Uses (hierarchical) nodes & links % Cites Lynch "Image of the City" % Cites "Golledge et al (1985)" on knowledge being anchored at choice points % Talks about the route -> survey process (but their system also doesn't do % surveys) % Their model could in theory be applied to Metroidvanias! @article{gopal1989navigator, title = {Navigator: A psychologically based model of environmental learning through navigation}, author = {Sucharita Gopal and Roberta L. Klatzky and Terence R. Smith}, journal = {Journal of Environmental Psychology}, volume = {9}, number = {4}, pages = {309-331}, year = {1989}, issn = {0272-4944}, doi = {https://doi.org/10.1016/S0272-4944(89)80012-X}, url = {https://www.sciencedirect.com/science/article/pii/S027249448980012X}, abstract = {This paper describes an implementation of a computational process model of spatial learning. The model is designed to represent basic components of human information processing, as identified by contemporary psychological research and theory. The model comprises two modules, representing an objective view of a suburban environment and a cognitive view of the environment, together with the associated cognitive processes relating to spatial learning and navigation. The second module is based upon information-processing assumptions that relate, for example, to multiple sites of storage, filtering and selection, sensitivity to the importance of environmental features, and forgetting. The implications of the model concerning the processing stages that limit spatial learning, the incremental nature of learning, and the effects of both individual and environmental variation are tested in a series of simulations. By this means the model is of value in tracing out how the architecture of human information processing, in a broad sense, might limit and control the extraction and use of environmental information. More specific model-based predictions are also considered.} } % Automatic creation of navmeshes (but doesn't call them that) @article{halldorsson2021automated, title={Automated Decomposition of Game Maps}, volume={11}, url={https://ojs.aaai.org/index.php/AIIDE/article/view/12796}, DOI={10.1609/aiide.v11i1.12796}, number={1}, journal={Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment}, author={Halldórsson, Kári and Björnsson, Yngvi}, year={2021}, month={Jun.}, pages={122-127}, abstractNote={Video game worlds are getting increasingly large and complex. This poses challenges to the game AI for both pathfinding and strategic decisions, not least in real-time strategy games. One way to alleviate the problem is to manually pre-label the game maps with information about regions and critical choke points, which the game AI can then take advantage of. We present a method for automatically decomposing game maps into non-uniform sized regions. The method uses a flooding algorithm at its core and has the benefit, in addition to its effectiveness, to be relatively intuitive both conceptually and in implementing. Empirical evaluation on game maps shows that the automatic decomposition results in intuitive regions of a comparable standard to human-made labeling. Furthermore, we show that our automatic decomposition, when used by a pathfinding algorithm capable of taking advantage of pre-labeled regions, significantly improves search effectiveness.} } % Recent article on navmeshes which also discusses how waypoint graphs % are different for tactical wayfinding. @incollection{brewer2019tactical, title={Tactical pathfinding on a navmesh}, author={Brewer, Daniel}, booktitle={Game AI Pro 360}, pages={25--32}, year={2019}, publisher={CRC Press} } %-----------------------------------------% % Game Studies of Goal/Action Hierarchies % %-----------------------------------------% % Stacey Mason's thesis on agency includes a very nice section on % hierarchies of action, citing someone in HCI on hierarchical % affordances. @phdthesis{mason2021responsiveness, title={Responsiveness in Narrative Systems}, author={Mason, Stacey}, institution={University of California Santa Cruz}, year={2021}, note={PhD thesis} } % Typology of goals talking about a hierarchy of player goals. % This is in the section "The Paradox of Gameplay Goals" in which they % also describe the game-as-object vs. game-as-process tension. They land % on the as-object side; we're more on the as-process side. @article{debus2020typology, title={A Typology of Imperative Game Goals}, author={Debus, Michael S. and Zagal, José P. and Cardona-Rivera, Rogelio E.}, journal={Game Studies}, year={2020}, volume={20}, number={3} } %-----------------------------% % Game Studies of Exploration % %-----------------------------% % Video essay series analyzing Zelda dungeons (plus a few other MV-like % spaces); inspiration for a lot of PCG work. @misc{brown2016boss, title={Boss Keys Youtube Playlist}, author={Mark Brown}, year={2016}, howpublished={Youtube Playlist}, url={https://www.youtube.com/playlist?list=PLc38fcMFcV_ul4D6OChdWhsNsYY3NA5B2}, urldate={2022-07-31} } @misc{brown2017how, title={How my Boss Keys dungeon graphs work}, author={Mark Brown}, year={2017}, howpublished={Public Patreon post}, url={https://www.patreon.com/posts/how-my-boss-key-13801754}, urldate={2022-07-31} } % Talks about rewards of time, exploration, and environment. % Players explore and are awarded with new discoveries, and also with % new environments to explore. % Maybe not actually that relevant? @article{gazzard2011unlocking, title={Unlocking the Gameworld: {The} Rewards of Space and Time in Videogames}, author={Gazzard, Alison}, journal={Game Studies}, volume={11}, number={1}, pages={9--13}, year={2011} } % Visualization tool that incorporates visualizations of player movement @incollection{moura2011visualizing, title={Visualizing and understanding players' behavior in video games: discovering patterns and supporting aggregation and comparison}, author={Moura, Dinara and El-Nasr, Magy Seif and Shaw, Christopher D}, booktitle={ACM SIGGRAPH 2011 game papers}, pages={1--6}, year={2011} } % Design patterns for guiding player movement in 3D @inproceedings{milam2010design, title={Design patterns to guide player movement in 3D games}, author={Milam, David and El Nasr, Magy Seif}, booktitle={Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games}, pages={37--42}, year={2010} } @article{moura2015design, author = {Moura, Dinara and El-Nasr, Magy Seif}, title = {Design Techniques for Planning Navigational Systems in 3-D Video Games}, year = {2015}, issue_date = {Summer 2014}, publisher = {Association for Computing Machinery}, address = {New York, NY, USA}, volume = {12}, number = {2}, url = {https://doi.org/10.1145/2701657.2633421}, doi = {10.1145/2701657.2633421}, abstract = {Navigation is an essential element of many high-budget games (known as AAA titles). In such products, players are expected to walk through and interact with aesthetically rich 3-D spaces. Therefore, designers should provide meaningful information to guide the users within a challenging environment. While there has been much research on both games and 3-D environments, there is very little research investigating design techniques used to guide players through 3-D game worlds. This paper is focused on proposing a set of navigational patterns or techniques currently used in commercial 3-D action-adventure titles. These design techniques are composed of [a] 21 patterns used to aid navigation, [b] three level design choices affecting navigation, and [c] eight game mechanics related to navigation. We uncovered these design techniques through a detailed analysis of 21 3-D action-adventure games. This contribution has several important facets. First, the set of design techniques and terminology proposed here can be used as a training construct to teach 3-D game and environment design. Second, it can also be used as a toolset for designers. Third, it will provide an important start for a formal vocabulary that can be used by designers and researchers discussing navigation in 3-D games.}, journal = {Comput. Entertain.}, month = {feb}, articleno = {2}, numpages = {25}, keywords = {game design, Navigation in games, level design} } % Design patterns (not exploration-focused) in 2D games @inproceedings{khalifa2019level, author={Khalifa, Ahmed and de Mesentier Silva, Fernando and Togelius, Julian}, booktitle={2019 IEEE Conference on Games (CoG)}, title={Level Design Patterns in 2D Games}, year={2019}, volume={}, number={}, pages={1-8}, doi={10.1109/CIG.2019.8847953} } % Wayfinding cues in a game and how players respond @incollection{moura2014investigating, title={Investigating Players' Responses to Wayfinding Cues in {3D} Video Games}, author={Moura, Dinara and Bartram, Lyn}, booktitle={CHI'14 Extended Abstracts on Human Factors in Computing Systems}, pages={1513--1518}, year={2014} } % Master's thesis on designing an FPS level to manipulate player choices. % Manipulations were almost exclusively completely successful % Looks at player types, but hypotheses about different player types reactive % differently to manipulations mostly weren't supported @phdthesis{hoeg2008invisible, title={The Invisible Hand: {Using} Level Design Elements to Manipulate Player Choice}, author={Hoeg, Thomas}, institution={Southern Methodist University}, year={2008}, note={Master's thesis} } % Think aloud w/ video-cued interview followup! % Custom StarCraft:BW maps (explore/kill/search) @inproceedings{si2016exploration, author = {Si, Chen and Pisan, Yusuf and Tan, Chek Tien}, title = {Understanding Players' Map Exploration Styles}, year = {2016}, isbn = {9781450340427}, publisher = {Association for Computing Machinery}, address = {New York, NY, USA}, url = {https://doi.org/10.1145/2843043.2843480}, doi = {10.1145/2843043.2843480}, abstract = {Exploration is an essential part of play in modern video games. It refers to the discovery-based activities, in which players explore mechanisms, as well as spatiality of virtual world. Exploration games and games with exploration plots are booming in gamer communities. In this paper, we focus on spatial exploration, which is central to play in role-playing games (RPG) and real time strategy (RTS) games. We investigate the game-playing behaviors of human players in exploration games, so as to discover behavior patterns and understand gamer styles. The intention is to contribute to the design and development of believable agents. We conducted an experiment where 25 participants played three types of exploration games. In-game data, think-aloud data, questionnaire responses and post-game interview data were collected to gain a deeper understanding of exploration preferences. We used thematic analysis to analyze data and mapped out four game exploration archetypes: Wanderers, Seers, Pathers and Targeters. An analysis from the four highlight aspects: strategy, reasoning, conception and hesitation, is conducted to investigate the behavioral traits of these four archetypes.}, booktitle = {Proceedings of the Australasian Computer Science Week Multiconference}, articleno = {69}, numpages = {6}, keywords = {thematic analysis, think aloud, gamer typology, real-time strategy games, spatial exploration}, location = {Canberra, Australia}, series = {ACSW '16} } % Thematic analysis of player types & exploration concepts. % Includes Wanderers, Seers, Pathers, and Targeters as player types. % Has hierarchies for codes of exploration thoughts/actions. @article{si2017initial, title = {An initial understanding of how game users explore virtual environments}, journal = {Entertainment Computing}, volume = {19}, pages = {13-27}, year = {2017}, issn = {1875-9521}, doi = {https://doi.org/10.1016/j.entcom.2016.11.003}, url = {https://www.sciencedirect.com/science/article/pii/S1875952116300519}, author = {Chen Si and Yusuf Pisan and Chek Tien Tan and Songjia Shen}, keywords = {Game user research, Gamer typology, Spatial exploration, Think aloud, Thematic analysis}, abstract = {Spatial exploration is a core component of play in a rich and diverse range of modern video games. However, there is insufficient research into understanding spatial exploration in order to design better gameplay experiences. In this paper, we investigate the gameplay behaviors of 25 players across three types of exploration games by collecting in-game data, think-aloud data, questionnaire responses and post-game interview data. We use thematic analysis to analyze the data and map out four player exploration archetypes (PEAs): Wanderers, Seers, Pathers and Targeters. Then, a lens analysis is conducted to investigate the behavioral traits of these four archetypes to highlight different aspects of exploration. Gender, weekly gameplay time and real-life navigation abilities are the three factors which have been found to significantly impact the archetypes. Finally, the relationships between the participants’ preferences to the terrain features and their archetypes are also investigated. These results match the participants’ traits.} } % Dissertation on believable exploration that has a good lit review % Has a messed-up typology of exploration styles and a bit of misogyny thrown % in... % Includes chen2016exploration as a chapter % Has a believable exploration agent which uses three heuristics to reduce % exploration candidate points: % 1. Hierarchical (i.e., prioritize nearby; this is IMO inelegantly named) % 2. Region-based (prioritize points in the same region) % 3. Field-of-view (prioritize points in current direction of travel) % This worked well to create more believable exploration behavior @phdthesis{si2017believable, title={Believable Exploration: {Investigating} Human Exploration Behavior to Inform the Design of Believable Agents in Video Games}, author={Si, Chen}, year={2017}, institution={University of Technology Sydney} } % Open-PCG'd-map exploration with and without patterned distribution of "geons" % Cites Lynch "Image of the City" and "A Pattern Language" @inproceedings{biggs2008supporting, title={Supporting wayfinding through patterns within procedurally generated virtual environments}, author={Biggs, Michael and Fischer, Ute and Nitsche, Michael}, booktitle={Proceedings of the 2008 ACM SIGGRAPH symposium on Video games}, pages={123--128}, year={2008} } % Comprehensive study of map interfaces in games! @article{toups2019making, author = {Toups, Z O. and Lalone, Nicolas and Alharthi, Sultan A. and Sharma, Hitesh Nidhi and Webb, Andrew M.}, title = {Making Maps Available for Play: Analyzing the Design of Game Cartography Interfaces}, year = {2019}, issue_date = {October 2019}, publisher = {Association for Computing Machinery}, address = {New York, NY, USA}, volume = {26}, number = {5}, issn = {1073-0516}, url = {https://doi.org/10.1145/3336144}, doi = {10.1145/3336144}, abstract = {Maps in video games have grown into complex interactive systems alongside video games themselves. What map systems have done and currently do have not been cataloged or evaluated. We trace the history of game map interfaces from their paper-based inspiration to their current smart phone-like appearance. Read-only map interfaces enable players to consume maps, which is sufficient for wayfinding. Game cartography interfaces enable players to persistently modify maps, expanding the range of activity to support planning and coordination. We employ thematic analysis on game cartography interfaces, contributing a near-exhaustive catalog of games featuring such interfaces, a set of properties to describe and design such interfaces, a collection of play activities that relate to cartography, and a framework to identify what properties promote the activities. We expect that designers will find the contributions enable them to promote desired play experiences through game map interface design.}, journal = {ACM Trans. Comput.-Hum. Interact.}, month = {jul}, articleno = {30}, numpages = {43}, keywords = {cartography, Game design, maps} } % PathOS agent for simulating human exploration of Unity games! % Uses a grid-based map representation % Exploration targets are based on a position + direction (they're rays) % Uses Unity navmesh navigation for some purposes; works in an active game % Both entities and exploration rays may be chosen as the next target (they're % jointly scored based on a model of player motivations) % Extremely cool breakdown of 7 different motivation types! @phdthesis{stahlke2020synthesizing, title={Synthesizing Play: {Exploring} the Use of Artificial Intelligence to Evaluate Game User Experience}, author={Stahlke, Samantha Nicole}, year={2020}, institution={University of Ontario Institute of Technology} } % Mapping in Metroid, although it also focuses on narrative and Other M @article{arnott2017mapping, title={Mapping {Metroid}: {Narrative}, Space, and {Other M}}, author={Arnott, Luke}, journal={Games and Culture}, volume={12}, number={1}, pages={3--27}, year={2017}, publisher={SAGE Publications Sage CA: Los Angeles, CA} } % Thesis on backtracking in Metroidvania as a genre! @phdthesis{wahlberg2015blockades, title={Blockades in the {Metroidvania} Genre of Games: {A} Examination of Backtracking}, author={Wahlberg, Tobias}, institution={Uppsala University}, note={Bachelor Thesis}, year={2015} } % Article on concrete design patterns in dungeons, with search-based PCG % as an explicit goal for the work. Uses 2D tiles as the basic unit. @inproceedings{dahlskog2015patterns, title={Patterns, dungeons and generators}, author={Dahlskog, Steve and Bj{\"o}rk, Staffan and Togelius, Julian}, booktitle={Foundations of Digital Games Conference, FDG, Pacific Grove, USA (2015)}, year={2015}, organization={Foundations of Digital Games} } % Classification of "navigational acts" in games (not % exploration-focused). Not my favorite typology but an interesting % example of formalist game analysis adjacent to our work. @article{debus2016video, title={Video Game Navigation: {A} Classification System for Navigational Acts}, author={Debus, Michael S.}, journal={Replay. The Polish Journal of Game Studies}, volume={3}, number={1}, pages={29--46}, year={2016}, publisher={Wydawnictwo Uniwersytetu {\L}{\'o}dzkiego} } % Making the case that navigation in games is its own pleasure, separable % from ludic and narrative elements. @inproceedings{flynn2003languages, title={Languages of navigation within computer games}, author={Flynn, Bernadette}, booktitle={Proceedings of MelbourneDAC, the 5th international digital arts and culture conference}, pages={5--9}, year={2003} } % Study attempting to do something similar to what we're doing: come up with a % formal way of representing game spaces. Core ideas include: % - Navigable space % - Spatial cells & their connections % - For connections: % * Passability, visibility, reversibility, contingency, and open/closed. % - Navigational logic: % * What spaces exist in the world? % * How are they connected? % * How do those connections work (above properties)? % * How do these things change over time? % Note: Distinction between "essential nature" and "state" is a bit muddy, I % think. % Also note: focuses almost exclusively on avatar-based games. @article{wolf2011theorizing, title={Theorizing navigable space in video games}, author={Wolf, Mark JP}, journal={Digarec Series}, number={6}, pages={18--49}, year={2011} } % Interesting article in a volume mostly on real-world walking and heritage, % which argues that walking in games can similarly be a form of heritage (one % big difference of course being that players usually don't shape the land % for others). @article{jorgensen2022walking, title={Walking and Worlding: Trails as Storylines in Video Games}, author={J{\o}rgensen, Finn Arne}, journal={Pathways: Exploring the routes of a movement heritage}, volume={186}, pages={186}, year={2022} } % My own 2022 PCG workshop article on the library. @inproceedings{mawhorter2022representing,   title={Representing Exploration in Metroidvania Games: A demo of the 'exploration' Python library},  author={Peter A. Mawhorter and Indira Ruslanova and Ross Mawhorter},  booktitle={Proceedings of the FDG workshop on Procedural Content Generation},  year={2022} } %--------------------% % Other Game Studies % %--------------------% % Extensive typology of death & rebirth design choices. Also has thorough % citations on the subject. @article{melcer2020death, title={Death and rebirth in platformer games}, author={Melcer, Edward F and Cuerdo, Marjorie Ann M}, journal={Game User Experience And Player-Centered Design}, pages={265--293}, year={2020}, publisher={Springer} } % Deep dive on time loops in games (& other media) @article{lahdenpera2018live, title={“Live-Die-Repeat”. The Time Loop as a Narrative and a Game Mechanic}, author={Lahdenper{\"a}, Linda}, journal={International Journal of Transmedia Literacy (IJTL)}, volume={4}, pages={137--159}, year={2018} } %---------------------------% % Psychology of Exploration % %---------------------------% % Pivotal book on how people understand cities % Appendix B includes details on their methodology. @book{lynch1964image, title={The Image of the City}, author={Lynch, Kevin}, year={1964}, publisher={MIT press} } % Reflection on "The Image of the City" book @inbook{lynch1984reconsidering, author="Lynch, Kevin", editor="Rodwin, Lloyd and Hollister, Robert M.", title="Reconsidering The Image of the City", bookTitle="Cities of the Mind: Images and Themes of the City in the Social Sciences", year="1984", publisher="Springer US", address="Boston, MA", pages="151--161", abstract="The Image of the City was published over 20 years ago, and it is still listed in bibliographies.1 It is time to wonder what it led to. The research was done by a small group with no training in the methods they used, and no literature to guide them. Several motives led them to the study:1.An interest in the possible connection between psychology and the urban environment, at a time when most psychologists---at least, those in the field of perception---preferred controlled experiments in the laboratory to the wandering variables of the complicated, real environment. We hoped to tempt some of them out into the light of day.2.Fascination with the aesthetics of the city landscape, at a time when most U.S. planners shied away from the subject, because it was ``a matter of taste'' and had a low priority.3.Persistent wonder about how to evaluate a city, as architects do so automatically when presented with a building design. Shown a city plan, planners would look for technical flaws, estimate quantities, or analyze trends, as if they were contractors about to bid on the job. We hoped to think about what a city should be, and we were looking for possibilities of designing directly at that scale.4.Hope of influencing planners to pay more attention to those who live in a place---to the actual human experience of a city, and how it should affect city policy.", isbn="978-1-4757-9697-1", doi="10.1007/978-1-4757-9697-1_9", url="https://doi.org/10.1007/978-1-4757-9697-1_9" } % Talks about 3D isovists and more-formal Image-of-the-City-style % analysis... % Includes discussions in related work section about "intelligibility" % and "space syntax theory" that we may want to look into, esp. w/r/t % open-world games. % Their analysis is super formal and mathematical. @article{morello2009digital, title={A digital image of the city: {3D} isovists in {Lynch's} urban analysis}, author={Morello, Eugenio and Ratti, Carlo}, journal={Environment and Planning B: Planning and design}, volume={36}, number={5}, pages={837--853}, year={2009}, publisher={SAGE Publications Sage UK: London, England} } % Revisit of Lynch's ideas in the digital age (still studying real-world % cities). Talks about functional vs. standard landmarks, which are % recognizable by their affordances (e.g., coffee shop) rather than % particular visual character. Methodology of part 1 was to have % architecture students draw maps of Chicago after a field trip there, % and to code up those maps according to Lynch's elements. Part 2 % involves a visualization system that displays tweets about a city, and % had experts use the system to annotate things, and then analyzed their % annotations. @article{wessel2018image, title={The image of the digital city: revisiting Lynch’s principles of urban legibility}, author={Wessel, Ginette and Karduni, Alireza and Sauda, Eric}, journal={Journal of the American Planning Association}, volume={84}, number={3-4}, pages={280--283}, year={2018}, publisher={Taylor \& Francis} } % Designing a virtual duplicate of a real city, showed that highlighting % elements from residents' urban image (a la Lynch) helped participants % navigate through the virtual space (using a flight model). % Need to read in more detail, but abstract claims to include discussion % of position-based vs. path-integration wayfinding strategies. % The highlighting improved virtual wayfinding performance. @article{doi:10.1179/000870405X52720, author = {Itzhak Omer and Ran Goldblatt and Udi Or}, title = {Virtual City Design Based on Urban Image Theory}, journal = {The Cartographic Journal}, volume = {42}, number = {1}, pages = {15-26}, year = {2005}, publisher = {Taylor & Francis}, doi = {10.1179/000870405X52720}, URL = {https://doi.org/10.1179/000870405X52720}, eprint = {https://doi.org/10.1179/000870405X52720} } % Resource distribution in a 2D virtual space affects (primes) later % exploration of a more conceptual space (finding words using letters from a % specific set). Foraging concept... @article{hills2008search, author = {Thomas T. Hills and Peter M. Todd and Robert L. Goldstone}, title ={Search in External and Internal Spaces: Evidence for Generalized Cognitive Search Processes}, journal = {Psychological Science}, volume = {19}, number = {8}, pages = {802-808}, year = {2008}, doi = {10.1111/j.1467-9280.2008.02160.x}, note ={PMID: 18816288}, URL = {https://doi.org/10.1111/j.1467-9280.2008.02160.x}, eprint = {https://doi.org/10.1111/j.1467-9280.2008.02160.x}, abstract = { There is compelling molecular and behavioral evidence that goal-directed cognition is an evolutionary descendant of spatial-foraging behavior. Across animal species, similar dopaminergic processes modulate between exploratory and exploitative foraging behaviors and control attention. Consequently, we hypothesized that spatialforaging activity could prime attentional cognitive activity. We examined how searching in physical space influences subsequent search in abstract cognitive space by presenting participants with a spatial-foraging task followed by a repeated Scrabble task involving search for words that could be made from letter sets. Participants who searched through clumpier distributions in space behaved as if words were more densely clumped in the Scrabble task. This was not a function of arousal, but was consistent with predictions of optimal-foraging theory. Furthermore, individual differences in exploratory search were conserved across the two types of tasks. Along with the biological evidence, our results support the idea that there are generalized cognitive search processes. } } % A great and recent comprehensive review of wayfinding literature % Piaget, Lynch, etc. @article{jamshidi2021narrative, title={A Narrative Review of Theories of Wayfinding Within the Interior Environment}, author={Jamshidi, Saman and Pati, Debajyoti}, journal={HERD: Health Environments Research \& Design Journal}, volume={14}, number={1}, pages={290--303}, year={2021}, publisher={SAGE Publications Sage CA: Los Angeles, CA} } % Article on how humans represent space & develop their representations, with % emphasis on neuroscience / cognitive science % Talks about the routes/maps distinction and claims that landmarks + routes % are probably primary % Includes sequence-of-decisions idea @article{siegel1975development, title={The Development of Spatial Representations of Large-Scale Environments}, author={Siegel, Alexander W and White, Sheldon H}, journal={Advances in Child Development and Behavior}, volume={10}, pages={9--55}, year={1975}, publisher={Elsevier} } % More recent article on maps vs. graphs with lots of citations % Focuses on neuroscience and talks about possible neural mechanisms. @article{peer2021structuring, title={Structuring Knowledge with Cognitive Maps and Cognitive Graphs}, author={Peer, Michael and Brunec, Iva K and Newcombe, Nora S and Epstein, Russell A}, journal={Trends in Cognitive Sciences}, volume={25}, number={1}, pages={37--54}, year={2021}, publisher={Elsevier} } % Experiment showing that routes are probably more important than survey-like % representations in terms of navigation. % peer2021structuring provides a more comprehensive and recent overview of % this issue. @article{foo2005do, author={Foo, Patrick and Warren, William H. and Duchon, Andrew and Tarr, Michael J.}, year={2005}, title={Do Humans Integrate Routes Into a Cognitive Map? Map- Versus Landmark-Based Navigation of Novel Shortcuts}, journal={Journal of experimental psychology. Learning, memory, and cognition}, volume={31}, number={2}, pages={195--215}, abstract={Do humans integrate experience on specific routes into metric survey knowledge of the environment, or do they depend on a simpler strategy of landmark navigation? The authors tested this question using a novel shortcut paradigm during walking in a virtual environment. The authors find that participants could not take successful shortcuts in a desert world but could do so with dispersed landmarks in a forest. On catch trials, participants were drawn toward the displaced landmarks whether the landmarks were clustered near the target location or along the shortcut route. However, when landmarks appeared unreliable, participants fell back on coarse survey knowledge. Like honeybees (F. C. Dyer, 1991), humans do not appear to derive accurate cognitive maps from path integration to guide navigation but, instead, depend on landmarks when they are available.;Do humans integrate experience on specific routes into metric survey knowledge of the environment, or do they depend on a simpler strategy of landmark navigation? The authors tested this question using a novel shortcut paradigm during walking in a virtual environment. The authors find that participants could not take successful shortcuts in a desert world but could do so with dispersed landmarks in a forest. On catch trials, participants were drawn toward the displaced landmarks whether the landmarks were clustered near the target location or along the shortcut route. However, when landmarks appeared unreliable, participants fell back on coarse survey knowledge. Like honeybees (F. C. Dyer, 1991), humans do not appear to derive accurate cognitive maps from path integration to guide navigation but, instead, depend on landmarks when they are available.;Do humans integrate experience on specific routes into metric survey knowledge of the environment, or do they depend on a simpler strategy of landmark navigation? The authors tested this question using a novel shortcut paradigm during walking in a virtual environment. The authors find that participants could not take successful shortcuts in a desert world but could do so with dispersed landmarks in a forest. On catch trials, participants were drawn toward the displaced landmarks whether the landmarks were clustered near the target location or along the shortcut route. However, when landmarks appeared unreliable, participants fell back on coarse survey knowledge. Like honeybees (F. C. Dyer, 1991), humans do not appear to derive accurate cognitive maps from path integration to guide navigation but, instead, depend on landmarks when they are available. Keywords: human navigation, virtual reality, path integration, visual landmarks;Do humans integrate experience on specific routes into metric survey knowledge of the environment, or do they depend on a simpler strategy of landmark navigation? The authors tested this question using a novel shortcut paradigm during walking in a virtual environment. The authors find that participants could not take successful shortcuts in a desert world but could do so with dispersed landmarks in a forest. On catch trials, participants were drawn toward the displaced landmarks whether the landmarks were clustered near the target location or along the shortcut route. However, when landmarks appeared unreliable, participants fell back on coarse survey knowledge. Like honeybees (F. C. Dyer, 1991), humans do not appear to derive accurate cognitive maps from path integration to guide navigation but, instead, depend on landmarks when they are available. (PsycInfo Database Record (c) 2021 APA, all rights reserved) (Source: journal abstract);Do humans integrate experience on specific routes into metric survey knowledge of the environment, or do they depend on a simpler strategy of landmark navigation? The authors tested this question using a novel shortcut paradigm during walking in a virtual environment. The authors find that participants could not take successful shortcuts in a desert world but could do so with dispersed landmarks in a forest. On catch trials, participants were drawn toward the displaced landmarks whether the landmarks were clustered near the target location or along the shortcut route. However, when landmarks appeared unreliable, participants fell back on coarse survey knowledge. Like honeybees (F. C. Dyer, 1991), humans do not appear to derive accurate cognitive maps from path integration to guide navigation but, instead, depend on landmarks when they are available. [PUBLICATION ABSTRACT];}, keywords={Adolescent; Adult; Biological and medical sciences; Cognition; Cognition. Intelligence; Cognitive Mapping; Cognitive Maps; Computer Simulation; Environment; Evaluation Methods; Exploratory Behavior; Female; Fundamental and applied biological sciences. Psychology; Geographic Concepts; Human; Humans; Knowledge; Landmarks; Learning Strategies; Male; Mental imagery. Mental representation; Navigation; Psychological Studies; Psychology; Psychology, Experimental; Psychology. Psychoanalysis. Psychiatry; Psychology. Psychophysiology; Research; Routes; Space Perception; Spatial Behavior; Spatial Learning; Spatial Orientation (Perception); User-Computer Interface; Virtual Environment; Virtual Reality; Walking}, isbn={0278-7393}, language={English} } % Studied how 12-year-olds used maps to follow a specified route % Found four different strategies: % - Neophytic restricted % - Careful sequential % - Deductive familiarized % - Visualized co-ordinated spatial @article{gerber1994phenomenographical, title={A phenomenographical approach to the study of pre-adolescents' use of maps in a wayfinding exercise in a suburban environment}, author={Gerber, Rod and Kwan, Tammy}, journal={Journal of Environmental Psychology}, volume={14}, number={4}, pages={265--280}, year={1994}, publisher={Elsevier} } % Experiment on non-game navigation involving maps (but done in a virtual % world), with nice review of related work. Discusses how cues influence % navigation, including the idea that people chunk up the world and then bias % towards chunk centers as recall degrades. @article{hutcheson2012, title={From maps to navigation: {The} role of cues in finding locations in a virtual environment}, author={Hutcheson, Adam T. and Wedell, Douglas H.}, journal={Memory & Cognition}, year={2012}, month={8}, volume={40}, number={6}, pages={946–957}, abstract={In two experiments, participants navigated through a large arena within a virtual environment (VE) to a location encoded in memory from a map. In both experiments, participants recalled locations by navigating through the VE, but in Experiment 2, they additionally recalled the locations on the original map. Two cues were located outside and above the walls of the arena at either north–south locations or east–west locations. The pattern of angular bias was used to infer how the cues affected the creation of spatial categories influencing memory for location in the two tasks. When participants navigated to remembered locations in the VE, two cue-based spatial categories were inferred, with cues serving to demarcate the boundaries of the categories. When participants remembered locations on the original map, two cue-based categories were again formed, but with cues serving as category prototypes. The pattern of results implies that cue-based spatial categorization schemes may be formulated differently at the memory retrieval stage depending on task constraints.}, doi={10.3758/s13421-012-0192-6}, url={https://doi.org/10.3758/s13421-012-0192-6} } %--------------------------------% % Measuring Exploration Behavior % %--------------------------------% % This one isn't about spatial maps, but instead conceptual stuff... @inproceedings{owen2016modeling, author = {Owen, V. Elizabeth and Anton, Gabriella and Baker, Ryan}, title = {Modeling User Exploration and Boundary Testing in Digital Learning Games}, year = {2016}, isbn = {9781450343688}, publisher = {Association for Computing Machinery}, address = {New York, NY, USA}, url = {https://doi.org/10.1145/2930238.2930271}, doi = {10.1145/2930238.2930271}, abstract = {Digital games can be potent problem solving environments which afford discovery learning through thoughtful exploration [1, 2]. As such, game microworlds facilitate self-regulated learning through sandbox elements in which students have agency in individualizing their pathways of interaction [3]. These agency-driven environments can support learning via individual discovery of problem space constraints and solutions, particularly through boundary testing and productive failure [cf. 4]. Thus, modeling of user interaction in digital learning games can provide considerable insight into emergent trajectories of discovery-based progression, in which equally engaged players may interact differently with the system. To this end, this research leverages educational data mining (EDM) [5] to investigate organic player trajectories of thoughtful exploration (around boundary testing and productive failure) in a learning gamespace. We align behavioral coding with log file data to automatically detect sequences of thoughtful exploration (TE) in play. Results include a robust predictive model of event-stream TE, with multiple trajectories of emergent student behavior-offering insight into organic learning pathways through the game-based problem space, and informing iterative design in optimization of user experience and student engagement.}, booktitle = {Proceedings of the 2016 Conference on User Modeling Adaptation and Personalization}, pages = {301–302}, numpages = {2}, keywords = {exploration, serious games, classification, game-based learning, student model, behavior detection, educational data mining, microworlds, productive failure}, location = {Halifax, Nova Scotia, Canada}, series = {UMAP '16} } %-----------% % Game Info % %-----------% @misc{legend_of_zelda_alttp, title={The Legend of Zelda: A Link to the Past}, author={Takashi Tezuka}, howpublished={{Nintendo}}, note={Super Nintendo Entertainment System}, year={1991} } @misc{super_metroid, title={Super Metroid}, author={Yoshio Sakamoto}, howpublished={{Nintendo}}, note={Super Nintendo Entertainment System}, year={1994} } @misc{castlevania_symphony_of_the_night, title={Castlevania: Symphony of the Night}, author={Toru Hagihara}, howpublished={{Konami}}, note={Playstation}, year={1997} } @misc{metroid_prime, title={Metroid Prime}, author={Mark Pacini}, howpublished={{Nintendo}}, note={Gamecube, Wii}, year={2002} } @misc{ori_and_the_blind_forest, title={Ori and the Blind Forest}, author={Thomas Mahler}, howpublished={{Microsoft Studios}}, note={PC, Xbox One, Nintendo Switch}, year={2015} } @misc{hollow_knight, title={Hollow Knight}, author={Team Cherry}, howpublished={{Team Cherry}}, note={PC, Nintendo Switch, Playstation 4, Xbox One}, year={2017} } @misc{yokus_island_express, title={Yoku's Island Express}, author={Villa Gorilla}, howpublished={{Team 17}}, note={PC, Nintendo Switch, Playstation 4, Xbox One}, year={2018} } @misc{unexplored, title={Unexplored}, author={Ludomotion}, howpublished={{Ludomotion}}, note={PC, Nintendo Switch, Playstation 4, Xbox One}, year={2017} } @misc{maptroid, title={Maptroid}, author={lozzajp}, howpublished={{Armor Games}}, note={HTML}, year={2020}, url={https://armorgames.com/maptroid-game/18987}, urldate={2022-05-27} } %---------------% % Game Articles % %---------------% @misc{metroidvania_com, title={The Metroidvania Mission Statement}, author={Jeremy Parish}, year={2014}, publisher={metroidvania.com}, url={https://www.metroidvania.com/2016/01/01/welcome-to-metroidvania-com/}, urldate={2022-05-27}, note={Main content also available on Youtube at \url{https://www.youtube.com/watch?v=t-QyGZOHU2w}} } %---------------------------% % General Game Studies etc. % %---------------------------% % History of distant reading which focuses on the "corpus analysis" angle % a bit more than the "formally-structured interpretation" approach. @article{underwood2017genealogy, title={A Genealogy of Distant Reading.}, author={Underwood, Ted}, journal={DHQ: Digital Humanities Quarterly}, volume={11}, number={2}, year={2017} } % Example of distant reading in games, using the corpus angle. @incollection{rochat2019quantitative, title={A Quantitative Study of Historical Video Games (1981--2015)}, author={Rochat, Yannick}, booktitle={Historia Ludens}, pages={3--19}, year={2019}, publisher={Routledge} } % Survey of distant reading techniques for literature, which uses the % "formally-structured analysis" approach. @inproceedings{stefan2015close, title={On close and distant reading in digital humanities: A survey and future challenges}, author={Stefan, J{\"a}nicke and Franzini, Greta and Cheema, Muhammad Faisal and Gerik, Scheuermann and others}, booktitle={Proceedings of the Eurographics Conference on Visualization (EuroVis)(2015)}, pages={N--A}, year={2015}, organization={R. Borgo, F. Ganovelli, I. Viola} } % On formal analysis of games @inbook{lankoski2015formal, author = {Lankoski, Petri and Bj\"{o}rk, Staffan}, title = {Formal Analysis of Gameplay}, year = {2015}, isbn = {9781312884731}, publisher = {ETC Press}, address = {Pittsburgh, PA, USA}, abstract = {Formal analysis is the name for research where an artifact and its specific elements are examined closely, and the relations of the elements are described in detail. Formal analysis has been used, for example, in art criticism, archaeology, literature analysis, or film analysis. Although the context of the studied artifact may complement the research, and different artifacts may be compared with each other, formal analysis can be done on individual artifacts in isolation. Formal analysis can be seen as a fundamental or underlying method in that it provides an understanding of the game system that can in a later step be used for further analysis (cf. Munsterberg, 2009). The results of formal analysis can also be contrasted or tested against other sources, for example, information from players, designers, and reviewers.}, booktitle = {Game Research Methods}, pages = {2335}, numpages = {13} } @inbook{cordell2019teaching, title = "Teaching Humanistic Data Analysis", abstract = "This paper advocates for a “data humanism” that is distinct from both computer science and data science. Seeking to simply teach data science skills to humanities students misses the unique contributions our fields and our students might make to broader conversations about data and culture. The most important reason to imagine a distinct data humanism is that doing so in turn imagines students who will go into the world outside the academy and change it, rather than simply slotting into existing frameworks. This data humanism should be exploratory, iterative, and dialogic, and takes as its goal directing scholars{\textquoteright} attention to unexpected places in and outside digitized collections, while raising new questions about those collections and their absences. The paper concludes by offering four concrete recommendations for fostering humanistic engagement with data in the undergraduate and graduate classroom. These comprise starting with creativity, teaching using humanistic rather than pre-packaged data, foregrounding the investigation of corpora over computational methods, and likewise foregrounding the inculcation of a mindset for approaching data over any particular method.", keywords = "data, digital humanities, data science, pedagogy, programming, computational analysis", author = "Cordell, {Ryan Charles}", year = "2019", language = "English (US)", isbn = "9780418291467", pages = "39--48", booktitle = "Digital Scholarship, Digital Classrooms", publisher = "Gale", note = "Digital Humanities Day ; Conference date: 02-05-2019 Through 02-05-2019", } % A discussion of Yoku's Island on a Twitch stream, touching on themes of % death, colonialism, and Metroidvania design. @misc{house2020serious, title={Serious Play: {A} Games Studies Livestream}, author={House, Ryan and Kocik, David}, year={2020}, howpublished={Livestream with commentary}, url={https://stars.library.ucf.edu/elo2020/live/events/4/}, urldate={2023-06-28} } %--------------------------% % Player Decision Modeling % %--------------------------% % Typical paper on modeling player decisions @article{holmgard2014generative, title={Generative agents for player decision modeling in games}, author={Holmgard, Christoffer and Liapis, Antonios and Togelius, Julian and Yannakakis, Georgios N}, year={2014}, publisher={Foundations of Digital Games} } % Review of RTS AI with sections on HTN planning and strategic/tactical % decision sections. @article{robertson2014review, title={A review of real-time strategy game AI}, author={Robertson, Glen and Watson, Ian}, journal={Ai Magazine}, volume={35}, number={4}, pages={75--104}, year={2014} } % A recent Deep Reinforcement Learning review centered on sparse-reward games % and exploration strategies, with plenty of game mentions even though it's not % exclusively game-focused. @article{ladosz2022exploration, author = {Ladosz, Pawel and Weng, Lilian and Kim, Minwoo and Oh, Hyondong}, title = {Exploration in Deep Reinforcement Learning: A Survey}, year = {2022}, issue_date = {Sep 2022}, publisher = {Elsevier Science Publishers B. V.}, address = {NLD}, volume = {85}, number = {C}, issn = {1566-2535}, url = {https://doi.org/10.1016/j.inffus.2022.03.003}, doi = {10.1016/j.inffus.2022.03.003}, journal = {Inf. Fusion}, month = {sep}, pages = {122}, numpages = {22}, keywords = {Intrinsic motivation, Exploration, Sparse reward problems, Deep reinforcement learning} } % Hierarchical deep reinforcement learning @article{kulkarni2016hierarchical, title={Hierarchical deep reinforcement learning: Integrating temporal abstraction and intrinsic motivation}, author={Kulkarni, Tejas D and Narasimhan, Karthik and Saeedi, Ardavan and Tenenbaum, Josh}, journal={Advances in neural information processing systems}, volume={29}, year={2016} } % My own work here on choice poetics: formal analysis of individual % decisions... @inproceedings{mawhorter2018choice, title={Choice poetics by example}, author={Mawhorter, Peter and Zegura, Carmen and Gray, Alex and Jhala, Arnav and Mateas, Michael and Wardrip-Fruin, Noah}, booktitle={Arts}, volume={7}, number={3}, pages={47}, year={2018}, organization={MDPI} } %------% % TODO % %------% @article{hanhwe1995spatial, author = { HANHWE KIM and STEPHEN C. HIRTLE }, title = {Spatial metaphors and disorientation in hypertext browsing}, journal = {Behaviour \& Information Technology}, volume = {14}, number = {4}, pages = {239-250}, year = {1995}, publisher = {Taylor & Francis}, doi = {10.1080/01449299508914637}, URL = {https://doi.org/10.1080/01449299508914637}, eprint = {https://doi.org/10.1080/01449299508914637}, abstract = { Abstract The spatial metaphor can be used as a framework for explaining and designing tools that alleviate disorientation problems in hypertext systems. The approach based on this metaphor would involve developing tools analogous to navigational aids in physical environments and applying analogous concepts from research on human spatial processing and navigation in physical spaces. Research on hypertext browsing with respect to the spatial metaphor is reviewed and contrasted with the larger task context where users are trying to explore, learn, analyse, and summarize the contents of the hypertext space. } }