activity
20172024
most citedMechanics Automatically Recognized via Interactive Observation: Jumping

14 citations · 15 across the 5 of their papers we have counts for

collaborators

8 papers

cs.HC2024★ 1 cited

Human-like Bots for Tactical Shooters Using Compute-Efficient Sensors

Niels Justesen, Maria Kaselimi, Sam Snodgrass +12

Artificial intelligence (AI) has enabled agents to master complex video games, from first-person shooters like Counter-Strike to real-time strategy games such as StarCraft II and r…

cs.HC2023

The Ethics of AI in Games

David Melhart, Julian Togelius, Benedikte Mikkelsen +2

Video games are one of the richest and most popular forms of human-computer interaction and, hence, their role is critical for our understanding of human behaviour and affect at a…

cs.HC2021

From Flow to Fuse: A Cognitive Perspective

Kyros Jalife, Casper Harteveld, Christoffer Holmgard

The concept of flow is used extensively in HCI, video games, and many other fields, but its prevalent definition is conceptually vague and alternative interpretations have contribu…

cs.AI2020

Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning

Vanessa Volz, Niels Justesen, Sam Snodgrass +5

Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are…

cs.AI2019

Automated Playtesting of Matching Tile Games

Luvneesh Mugrai, Fernando de Mesentier Silva, Christoffer Holmgård +1

Matching tile games are an extremely popular game genre. Arguably the most popular iteration, Match-3 games, are simple to understand puzzle games, making them great benchmarks for…

cs.AI2018

Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristics

Christoffer Holmgård, Michael Cerny Green, Antonios Liapis +1

This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas.…

cs.AI2017★ 14 cited

Mechanics Automatically Recognized via Interactive Observation: Jumping

Adam Summerville, Joseph C. Osborn, Christoffer Holmgård +1

Jumping has been an important mechanic since its introduction in Donkey Kong. It has taken a variety of forms and shown up in numerous games, with each jump having a different feel…

cs.AI2017

Procedural Content Generation via Machine Learning (PCGML)

Adam Summerville, Sam Snodgrass, Matthew Guzdial +5

This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content…