activity
20202026
most citedCreating user stereotypes for persona development from qualitative data through semi-automatic subspace clustering

22 citations · 129 across the 18 of their papers we have counts for

collaborators

18 papers

cs.AI2026

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…

cs.AI2025

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…

cs.AI2025★ 3 cited

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…

cs.HC2025

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…

cs.HC2025

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…

cs.HC2024★ 2 cited

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.…

cs.AI2024★ 5 cited

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…

cs.HC2023★ 5 cited

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…

cs.HC2023★ 4 cited

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…

cs.HC2023★ 5 cited

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…

cs.AI2023★ 14 cited

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…

cs.AI2023★ 16 cited

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…

cs.AI2023★ 22 cited

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…

cs.HC2022★ 5 cited

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…

cs.AI2022

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…

cs.AI2022★ 21 cited

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…

cs.AI2021★ 10 cited

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…

cs.AI2020★ 17 cited

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…