Abstract
Video games designer production is boosted, in recent years, by the evolution in hardware and software domains. Today is easier than ever to use multiple free and open-source softwares, libraries and frameworks for the creation of a game. In this work we describe a simple pipeline for the creation of a hand game emulator, using exclusively free and open-source tools. This is achieved by combining different visualization and rendering tools, such as Blender and Gimp to create simple graphics, as well as python libraries, such as PyQt5, OpenGL and Tensorflow to create the game’s interface and AI decision mechanisms. In less than 48 h, a full featured Rock-Paper-Scissors game has been created. The game supports multiple ways for input, ranging from point and click in the UI, to hand-gestured recognition from RGB cameras.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Aggarwal, S., Saluja, S., Gambhir, V., Gupta, S., Satia, S.P.S.: Predicting likelihood of psychological disorders in PlayerUnknown’s Battlegrounds (PUBG) players from Asian countries using supervised machine learning. Addict. Behav. 101, 106132 (2020). https://doi.org/10.1016/j.addbeh.2019.106132. www.sciencedirect.com/science/article/pii/S0306460319303910
Aleem, S., Capretz, L.F., Ahmed, F.: Game development software engineering process life cycle: a systematic review. J. Softw. Eng. Res. Dev. 4(1), 6 (2016). https://doi.org/10.1186/s40411-016-0032-710.1186/s40411-016-0032-7
Andersen, P.A., Goodwin, M., Granmo, O.C.: Deep RTS: a game environment for deep reinforcement learning in real-time strategy games. In: 2018 IEEE Conference on Computational Intelligence and Games (CIG), Maastricht, Netherlands, pp. 1–8. IEEE (2018). https://doi.org/10.1109/CIG.2018.8490409
Baldauf, M., Fröhlich, P., Adegeye, F., Suette, S.: Investigating on-screen gamepad designs for smartphone-controlled video games. ACM Trans. Multimed. Comput. Commun. Appl. (TOMM) 12(1s), 1–21 (2015)
Barriga, N.A.: A short introduction to procedural content generation algorithms for videogames. Int. J. Artif. Intell. Tools 28(02), 1930001 (2019)
Blomberg, J.: The semiotics of the game controller. Game Stud. 18(2), 3 (2018)
Buil, I., Catalán, S., Martínez, E.: Encouraging intrinsic motivation in management training: the use of business simulation games. Int. J. Manag. Educ. 17(2), 162–171 (2019)
Casañ-Pitarch, R.: An approach to digital game-based learning: video-games principles and applications in foreign language learning. J. Lang. Teach. Res. 9(6), 1147–1159 (2018)
Dankov, Y., Bontchev, B.: Towards a taxonomy of instruments for facilitated design and evaluation of video games for education, pp. 285–292. Association for Computing Machinery, New York (2020). https://doi.org/10.1145/3407982.3408010
Guillen, G., Jylhä, H., Hassan, L.: The role sound plays in games: a thematic literature study on immersion, inclusivity and accessibility in game sound research, pp. 12–20. Association for Computing Machinery, New York (2021). https://doi.org/10.1145/3464327.3464365
Halbrook, Y.J., O’Donnell, A.T., Msetfi, R.M.: When and how video games can be good: a review of the positive effects of video games on well-being. Perspect. Psychol. Sci. 14(6), 1096–1104 (2019)
Justesen, N., Bontrager, P., Togelius, J., Risi, S.: Deep learning for video game playing. IEEE Trans. Games 12(1), 1–20 (2020). https://doi.org/10.1109/TG.2019.2896986
Kenwright, B.: There’s more to sound than meets the ear: sound in interactive environments. IEEE Comput. Graph. Appl. 40(4), 62–70 (2020). https://doi.org/10.1109/MCG.2020.2996371
Khan, A., Naeem, M., Asghar, M.Z., Din, A.U., Khan, A.: Playing first-person shooter games with machine learning techniques and methods using the VizDoom Game-AI research platform. Entertain. Comput. 34, 100357 (2020)
Kock, E., Sarwari, Y., Russo, N., Johnsson, M.: Identifying cheating behaviour with machine learning. In: 2021 Swedish Artificial Intelligence Society Workshop (SAIS), pp. 1–4 (2021). https://doi.org/10.1109/SAIS53221.2021.9484044
Kopel, M., Hajas, T.: Implementing AI for non-player characters in 3D video games. In: Nguyen, N.T., Hoang, D.H., Hong, T.-P., Pham, H., Trawiński, B. (eds.) ACIIDS 2018. LNCS (LNAI), vol. 10751, pp. 610–619. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-75417-8_57
Makantasis, K., Liapis, A., Yannakakis, G.N.: From pixels to affect: a study on games and player experience. In: 2019 8th International Conference on Affective Computing and Intelligent Interaction (ACII), pp. 1–7 (2019). https://doi.org/10.1109/ACII.2019.8925493
Melnik, A., Fleer, S., Schilling, M., Ritter, H.: Modularization of end-to-end learning: case study in arcade games (2019)
Ng, Y., Khong, C.W., Nathan, R.J.: Evaluating affective user-centered design of video games using qualitative methods. Int. J. Comput. Games Technol. 2018 (2018)
Reed, E.: Exhibition strategies for videogames in art institutions: blank arcade 2016. Trans. Digit. Games Res. Assoc. 4 (2018). https://doi.org/10.26503/todigra.v4i2.91
Blender Team: Blender’s official site (2022). https://www.blender.org/
Acknowledgements
This paper is supported by the H2020 Marie Curie Programme (MSCA) YADES “Improved Resilience and Sustainable Reconstruction of Cultural Heritage Areas to cope with Climate Change and Other Hazards based on Innovative Algorithms and Modelling Tools” with grant agreement No. 872931.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Kavouras, I., Rallis, I., Doulamis, A., Doulamis, N. (2023). Evaluating the Feasibility of Fast Game Development Using Open Source Tools and AI Algorithms. In: Krouska, A., Troussas, C., Caro, J. (eds) Novel & Intelligent Digital Systems: Proceedings of the 2nd International Conference (NiDS 2022). NiDS 2022. Lecture Notes in Networks and Systems, vol 556. Springer, Cham. https://doi.org/10.1007/978-3-031-17601-2_13
Download citation
DOI: https://doi.org/10.1007/978-3-031-17601-2_13
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-17600-5
Online ISBN: 978-3-031-17601-2
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)