22 citations · 129 across the 18 of their papers we have counts for
18 papers
Improving Collaborative Storytelling with a Multi-Agent Framework Based on Large Language Models
Arturo Valdivia, Paolo Burelli
The topic of Co-creation, i.e., AI agents interacting with humans to generate outputs (e.g., art), has gained significant attention recently. However, most studies focus on adult-h…
Evaluating Quality of Gaming Narratives Co-created with AI
Arturo Valdivia, Paolo Burelli
This paper proposes a structured methodology to evaluate AI-generated game narratives, leveraging the Delphi study structure with a panel of narrative design experts. Our approach…
AntiCheatPT: A Transformer-Based Approach to Cheat Detection in Competitive Computer Games
Mille Mei Zhen Loo, Gert Luzkov, Paolo Burelli
Cheating in online video games compromises the integrity of gaming experiences. Anti-cheat systems, such as VAC (Valve Anti-Cheat), face significant challenges in keeping pace with…
Using Psychophysiological Insights to Evaluate the Impact of Loot Boxes on Arousal
Gianmarco Tedeschi, Rune Kristian Lundedal Nielsen, Paolo Burelli
This study investigates the psychophysiological effects of loot box interactions in video games and their potential similarities to those recorded during gambling interactions. Usi…
On the dynamics of affective states during play and the role of confusion
Thomas Vase Schultz Volden, Oleg Jarma Montoya, Paolo Burelli +1
Video game designers often view confusion as undesirable, yet it is inevitable, as new players must adapt to new interfaces and mechanics in an increasingly varied and innovative g…
Children's expressed emotions during playful learning games
Thomas Vase Schultz Volden, Paolo Burelli
Studies on software tutoring systems for complex learning have shown that confusion has a beneficial relationship with the learning experience and student engagement (Arguel et al.…
Difficulty Modelling in Mobile Puzzle Games: An Empirical Study on Different Methods to Combine Player Analytics and Simulated Data
Jeppe Theiss Kristensen, Paolo Burelli
Difficulty is one of the key drivers of player engagement and it is often one of the aspects that designers tweak most to optimise the player experience; operationalising it is, th…
Procedurally generating rules to adapt difficulty for narrative puzzle games
Thomas Volden, Djordje Grbic, Paolo Burelli
This paper focuses on procedurally generating rules and communicating them to players to adjust the difficulty. This is part of a larger project to collect and adapt games in educa…
Investigating Perceived and Mechanical Challenge in Games Through Cognitive Activity
Christine Hegedues, Joao Pedro Dias Constantino, Laurits Dixen +1
Game difficulty is a crucial aspect of game design, that can be directly influenced by tweaking game mechanics. Perceived difficulty can however also be influenced by simply alteri…
Investigating the Uncanny Valley Phenomenon Through the Temporal Dynamics of Neural Responses to Virtual Characters
Chiara Gorlini, Laurits Dixen, Paolo Burelli
The Uncanny Valley phenomenon refers to the feeling of unease that arises when interacting with characters that appear almost, but not quite, human-like. First theorised by Masahir…
Procedural content generation of puzzle games using conditional generative adversarial networks
Andreas Hald, Jens Struckmann Hansen, Jeppe Kristensen +1
In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract t…
Estimating player completion rate in mobile puzzle games using reinforcement learning
Jeppe Theiss Kristensen, Arturo Valdivia, Paolo Burelli
In this work we investigate whether it is plausible to use the performance of a reinforcement learning (RL) agent to estimate the difficulty measured as the player completion rate…
Creating user stereotypes for persona development from qualitative data through semi-automatic subspace clustering
Dannie Korsgaard, Thomas Bjorner, Pernille Krog Sorensen +1
Personas are models of users that incorporate motivations, wishes, and objectives; These models are employed in user-centred design to help design better user experiences and have…
Personalized Game Difficulty Prediction Using Factorization Machines
Jeppe Theiss Kristensen, Christian Guckelsberger, Paolo Burelli +1
The accurate and personalized estimation of task difficulty provides many opportunities for optimizing user experience. However, user diversity makes such difficulty estimation har…
Predicting Customer Lifetime Value in Free-to-Play Games
Paolo Burelli
As game companies increasingly embrace a service-oriented business model, the need for predictive models of players becomes more pressing. Multiple activities, such as user acquisi…
Combining Sequential and Aggregated Data for Churn Prediction in Casual Freemium Games
Jeppe Theiss Kristensen, Paolo Burelli
In freemium games, the revenue from a player comes from the in-app purchases made and the advertisement to which that player is exposed. The longer a player is playing the game, th…
Statistical Modelling of Level Difficulty in Puzzle Games
Jeppe Theiss Kristensen, Arturo Valdivia, Paolo Burelli
Successful and accurate modelling of level difficulty is a fundamental component of the operationalisation of player experience as difficulty is one of the most important and commo…
Strategies for Using Proximal Policy Optimization in Mobile Puzzle Games
Jeppe Theiss Kristensen, Paolo Burelli
While traditionally a labour intensive task, the testing of game content is progressively becoming more automated. Among the many directions in which this automation is taking shap…