40+20
Description: Uncertainty can impact games given the numerous uncertainties involved, from supporting a wide range of hardware architectures and interfaces to managing unexpected human interactions. The failure of systems in gaming due to uncertainty, whether a hard crash or a performance slowdown, can lead to player frustration and disengagement. In this talk I will discuss approaches that my lab has explored for both discovering and managing uncertainty from a software engineering perspective that can be applied to games, from requirements monitoring at run time to search-based fuzz testing. I'll also cover its applications in other domains such as safety-critical systems and algorithmic art to demonstrate the domain-independence of these techniques. I'll end with a discussion of potential future directions that can be explored in the context of uncertainty and game development.
# Bridging Esoteric Software Engineering Practices to the Video Games Domain
# Opportunities for Esoteric Software Engineering Practices in Games
primarily undergrad institution
I'm not pitching you a career's worth of work but rather opportunities for future work - And things I find interesting anyway
- Robots crash and people die - Video games crash and people trash your game online - Deviates from your requirements!
incomplete or uncertain information
what is the uncertainty here? or impact its reqs? what do the people see?
could also go the aleatory (inherent randomness/noise) and epistemic (lack of knowledge) route as well
can we find the most impactful or put the system into a good enough state
preprints on agentic - bleeding edge!
plot of drone position over multiple runs. green is success. uncertainty is the environmet layout
$util_{a}$ = $1.0~if~battery_{perc}~>=~30\%~else~0.0$
can be used to make decisions
goal: higher level of abstraction
lots of maintains - brittle!
left shoulder : as few as possible

a lot of human/socio-centric works out there, not as much in terms of SE - regardless of how you plan (requirements, fuzzy logic, formal models), do it!
if you have a hammer ...
how can evolution be used elsewhere
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* learned that pixel differences are useless * move to ML
more up on my website pixel sorting circle packing + thresholding watercolor potentially
translates nicely to games domain
# Examples!

pick your favorite approach
some computers can barely handle this 2D game
interesting to see all the techniques being applied to the SE side of things
I came out of the automotive industry -- documents were checked into revision control and never used again after their initial use was done
## Or, things we *should* be doing already
promised you esoteric in the title
lovely example of GP bloat
Harman's dream auto-created compiler reference
an evolved dwarf fortress
_footer:Photo by Towfiqu barbhuiya from Pexels: https://www.pexels.com/photo/cursive-text-on-a-paper-11341894/
in progress, but applying relaxations to PCG requirements