activity
20212025
most citedGenerative Personas That Behave and Experience Like Humans

25 citations · 70 across the 11 of their papers we have counts for

collaborators

12 papers

cs.LG2025

Emotions as Ambiguity-aware Ordinal Representations

Jingyao Wu, Matthew Barthet, David Melhart +1

Emotions are inherently ambiguous and dynamic phenomena, yet existing continuous emotion recognition approaches either ignore their ambiguity or treat ambiguity as an independent a…

cs.AI2025

The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Games

Ahmed Khalifa, Roberto Gallotta, Matthew Barthet +3

This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-re…

cs.CV2025

Can Large Language Models Capture Video Game Engagement?

David Melhart, Matthew Barthet, Georgios N. Yannakakis

Can out-of-the-box pretrained Large Language Models (LLMs) detect human affect successfully when observing a video? To address this question, for the first time, we evaluate compre…

cs.AI2024

Affectively Framework: Towards Human-like Affect-Based Agents

Matthew Barthet, Roberto Gallotta, Ahmed Khalifa +2

Game environments offer a unique opportunity for training virtual agents due to their interactive nature, which provides diverse play traces and affect labels. Despite their potent…

cs.HC2024

Closing the Affective Loop via Experience-Driven Reinforcement Learning Designers

Matthew Barthet, Diogo Branco, Roberto Gallotta +2

Autonomously tailoring content to a set of predetermined affective patterns has long been considered the holy grail of affect-aware human-computer interaction at large. The experie…

cs.HC2024★ 11 cited

GameVibe: A Multimodal Affective Game Corpus

Matthew Barthet, Maria Kaselimi, Kosmas Pinitas +3

As online video and streaming platforms continue to grow, affective computing research has undergone a shift towards more complex studies involving multiple modalities. However, th…

cs.HC2023★ 20 cited

Predicting Player Engagement in Tom Clancy's The Division 2: A Multimodal Approach via Pixels and Gamepad Actions

Kosmas Pinitas, David Renaudie, Mike Thomsen +4

This paper introduces a large scale multimodal corpus collected for the purpose of analysing and predicting player engagement in commercial-standard games. The corpus is solicited…

cs.HC2023

Knowing Your Annotator: Rapidly Testing the Reliability of Affect Annotation

Matthew Barthet, Chintan Trivedi, Kosmas Pinitas +4

The laborious and costly nature of affect annotation is a key detrimental factor for obtaining large scale corpora with valid and reliable affect labels. Motivated by the lack of t…

cs.LG2022★ 14 cited

Open-Ended Evolution for Minecraft Building Generation

Matthew Barthet, Antonios Liapis, Georgios N. Yannakakis

This paper proposes a procedural content generator which evolves Minecraft buildings according to an open-ended and intrinsic definition of novelty. To realize this goal we evaluat…

cs.AI2022★ 25 cited

Generative Personas That Behave and Experience Like Humans

Matthew Barthet, Ahmed Khalifa, Antonios Liapis +1

Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of A…

cs.LG2022

Play with Emotion: Affect-Driven Reinforcement Learning

Matthew Barthet, Ahmed Khalifa, Antonios Liapis +1

This paper introduces a paradigm shift by viewing the task of affect modeling as a reinforcement learning (RL) process. According to the proposed paradigm, RL agents learn a policy…

cs.LG2021

Go-Blend behavior and affect

Matthew Barthet, Antonios Liapis, Georgios N. Yannakakis

This paper proposes a paradigm shift for affective computing by viewing the affect modeling task as a reinforcement learning process. According to our proposed framework the contex…