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Gram-Elites: n-gram based quality-diversity search.
Proceedings of the FDG Workshop on Procedural Content Generation. 2021.
Applying rapid crowdsourced playtesting to a human computation game.
Proceedings of the FDG Game Analytics Workshop. 2021.
Generating and blending game levels via quality-diversity in the latent space of a variational autoencoder.
Proceedings of the 16th International Conference on the Foundations of Digital Games. 2021.
A comparison of augmented reality and browser versions of a citizen science game.
Proceedings of the 16th International Conference on the Foundations of Digital Games. 2021.
An online system for player-vs-level matchmaking in human computation games.
Proceedings of the IEEE Conference on Games. 2021.
Dungeon and platformer level blending and generation using conditional VAEs.
Proceedings of the IEEE Conference on Games. 2021.
Exploring Q-Learning for adaptive difficulty in a tile-based image labeling game.
Proceedings of the IEEE Conference on Games. 2021.
Macromolecular modeling and design in Rosetta: recent methods and frameworks.
Nat Methods.
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Towards game design via creative ML (GDCML).
Proceedings of the IEEE Conference on Games. 2020.
Sequential segment-based level generation and blending using variational autoencoders.
Proceedings of the FDG Workshop on Procedural Content Generation. 2020.
Tile-o-Scope AR: an augmented reality tabletop image labeling game toolkit.
Proceedings of the 15th International Conference on the Foundations of Digital Games. 2020.
Pathfinding agents for platformer level repair.
Proceedings of the Experimental AI in Games Workshop. 2020.
Precomputing player movement in platformers for level generation with reachability constraints.
Proceedings of the Experimental AI in Games Workshop. 2020.
Conditional level generation and game blending.
Proceedings of the Experimental AI in Games Workshop. 2020.
Grammar based modular level generator for a programming puzzle game.
Proceedings of the Experimental AI in Games Workshop. 2020.
Evaluating and comparing skill chains and rating systems for dynamic difficulty adjustment.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2020.
Game level clustering and generation using Gaussian Mixture VAEs.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2020.
Building de novo cryo-electron microscopy structures collaboratively with citizen scientists.
PLoS Biol.
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Large-Scale Analysis of Visualization Options in a Citizen Science Game.
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Designing Videogames to Crowdsource Accelerometer Data Annotation for Activity Recognition Research.
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Inferring and Comparing Game Difficulty Curves using Player-vs-Level Match Data.
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Expertise and Engagement: Re-Designing Citizen Science Games With Players' Minds in Mind.
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De novo protein design by citizen scientists.
Nature.
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Creating custom Foldit puzzles for teaching biochemistry.
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Transforming game difficulty curves using function composition.
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. 2019.
Comparison of mouse and multi-touch for protein structure manipulation in a citizen science game interface.
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Using rating arrays to estimate score distributions for player-versus-level matchmaking.
Proceedings of the 14th International Conference on the Foundations of Digital Games. 2019.
Controllable level blending between games using variational autoencoders.
Proceedings of the Experimental AI in Games Workshop. 2019.
Using a disjoint skill model for game and task difficulty in human computation games.
Proceedings of the 2019 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. 2019.
Using Q-learning for sequencing level difficulties in a citizen science matching games.
Proceedings of the 2019 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. 2019.
ARAPID: towards integrating crowdsourced playtesting into the game development environment.
Proceedings of the 2019 Annual Symposium on Computer-Human Interaction in Play. 2019.
Gamification of loop-invariant discovery from code.
Proceedings of the 7th AAAI Conference on Human Computation and Crowdsourcing. 2019.
A Monte Carlo Approach to Skill-Based Automated Playtesting.
Proc AAAI Artif Intell Interact Digit Enterain Conf.
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Repurposing Citizen Science Games as Software Tools for Professional Scientists.
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An analysis and evaluation of the WeFold collaborative for protein structure prediction and its pipelines in CASP11 and CASP12.
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Blending levels from different games using LSTMs.
Proceedings of the Experimental AI in Games Workshop. 2018.
Does flight path context matter? Impact on worker performance in crowdsourced aerial imagery analysis.
Proceedings of the 15th International Conference on Information Systems for Crisis Response and Management. 2018.
The art of drafting: a team-oriented hero recommendation system for multiplayer online battle arena games.
Proceedings of the Twelfth ACM Conference on Recommender Systems. 2018.
Q-DeckRec: a fast deck recommendation system for collectible card games.
Proceedings of the IEEE Conference on Computational Intelligence and Games. 2018.
Comparing paid and volunteer recruitment in human computation games.
Proceedings of the 13th International Conference on the Foundations of Digital Games. 2018.
Meet your match rating: providing skill information and choice in player-versus-level matchmaking.
Proceedings of the 13th International Conference on the Foundations of Digital Games. 2018.
Desire path-inspired procedural placement of coins in a platformer game.
Proceedings of the Experimental AI in Games Workshop. 2018.
Collaborative Problem Solving in an Open-Ended Scientific Discovery Game.
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Predicting human computation game scores with player rating systems.
Entertainment Computing - Proceedings of the 16th International Conference on Entertainment Computing. 2017 September.
A required work payment scheme for crowdsourced disaster response: worker performance and motivations.
Proceedings of the 14th International Conference on Information Systems for Crisis Response and Management. 2017 May.
On variety, complexity, and engagement in crowdsourced disaster response tasks.
Proceedings of the 14th International Conference on Information Systems for Crisis Response and Management. 2017 May.
Level difficulty and player skill prediction in human computation games.
Proceedings of the 13th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2017.
Analysis of problem-solving behavior in open-ended scientific-discovery game challenges.
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