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Yanjia Liu

Publications and source records attributed to Yanjia Liu.

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"Pharos Night: Crown Pursuit": An AI-Native Deck-Building and Tactical Arena Game Design Based on Multi-Agent Systems

With advancements in generative AI technology, an increasing number of researchers have begun exploring AI-native games in which gameplay rules are directly driven by generative AI. This paper presents "Pharos Night: Crown Pursuit," an AI-native deck-building and tactical arena game based on a multi-agent system. The game uses large language models to generate materials and cards, support NPC decision-making, and mediate natural-language interactions. During play, players collect materials, describe desired card effects in natural language, and choose whether to negotiate or fight with NPCs in the arena. To constrain model-generated outcomes, the system parses responses as structured JSON, constructs card effects from predefined mechanics, and maps qualitative effect levels to designer-specified numerical values. A small-scale playtest with 13 participants suggests that the system can provide strategically meaningful and engaging AI-driven gameplay, while also revealing challenges related to predictability, transparency, and player control. This work demonstrates the potential of multi-agent generative AI systems for creating more emergent digital game experiences.

cs.HC

Designing More Engaging Serious Games to Support Students' Mental Health: A Pilot Study Based on A CBT-Informed Design Framework

Addressing the issues of dullness, low compliance, and lack of appeal in current digital mental health education and serious games for students and adolescents, this study proposes a novel, experience-centered framework for serious game design: the Therapeutic Procedural Rhetoric and Mechanism Mapping Framework (TPR-MMF). Based on this framework, a side-scrolling serious game prototype, "World + You - World," was developed. This study compared the effectiveness of TPR-MMF-based games with traditional explicit educational serious games through a small-sample randomized controlled trial (N=28). The results of the Intrinsic Motivation Inventory (IMI) showed that the experimental group (playing "World + You - World") significantly outperformed the control group in four aspects. Furthermore, qualitative survey results indicated that players could perceive the psychological metaphors within the game mechanics and spontaneously resonated with real-life experiences. This study provides a highly engaging new development paradigm for gamified mental health education for students and adolescents.

cs.HC