Journal of the ACM (JACM)
Essential Mathematics for Games and Interactive Applications: A Programmer's Guide
Essential Mathematics for Games and Interactive Applications: A Programmer's Guide
Continuous archival and analysis of user data in virtual and immersive game environments
CARPE '05 Proceedings of the 2nd ACM workshop on Continuous archival and retrieval of personal experiences
Game design through self-play experiments
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach (Wordware Game and Graphics Library)
Automatic prediction of frustration
International Journal of Human-Computer Studies
Game play schemas: from player analysis to adaptive game mechanics
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES
Applied Artificial Intelligence
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One of the major challenges facing a present day game development company is the removal of bugs from such complex virtual environments. This work presents an approach for measuring the correctness of synthetic scenes generated by a rendering system of a 3D application, such as a computer game. Our approach builds a database of labelled point clouds representing the spatiotemporal colour distribution for the objects present in a sequence of bug-free frames. This is done by converting the position that the pixels take over time into the 3D equivalent points with associated colours. Once the space of labelled points is built, each new image produced from the same game by any rendering system can be analysed by measuring its visual inconsistency in terms of distance from the database. Objects within the scene can be relocated (manually or by the application engine); yet the algorithm is able to perform the image analysis in terms of the 3D structure and colour distribution of samples on the surface of the object. We applied our framework to the publicly available game RacingGame developed for Microsoft® Xna®. Preliminary results show how this approach can be used to detect a variety of visual artifacts generated by the rendering system in a professional quality game engine.