activity
20172021
most citedMechanics Automatically Recognized via Interactive Observation: Jumping

14 citations · 14 across the 3 of their papers we have counts for

collaborators

5 papers

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.AI201714 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…