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In this world of the digital era, in which we are living, one of the fundamental competences that students must acquire is the competence in Computational Thinking (CT). Although there is no general consensus on a formal definition, there…
Developing competency in artificial intelligence is becoming increasingly crucial for computer science (CS) students at all levels of the CS curriculum. However, most previous research focuses on advanced CS courses, as traditional…
Hybrid games are models which combine discrete, continuous, and adversarial dynamics. Game logic enables proving (classical) existence of winning strategies. We introduce constructive differential game logic (CdGL) for hybrid games, where…
Procedural content generation (PCG) can be applied to a wide variety of tasks in games, from narratives, levels and sounds, to trees and weapons. A large amount of game content is comprised of graphical assets, such as clouds, buildings or…
High-performance computing has recently seen a surge of interest in heterogeneous systems, with an emphasis on modern Graphics Processing Units (GPUs). These devices offer tremendous potential for performance and efficiency in important…
Existing captcha solutions on the Internet are a major source of user frustration. Game captchas are an interesting and, to date, little-studied approach claiming to make captcha solving a fun activity for the users. One broad form of such…
We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a…
Building on game design and education research, this paper introduces narrative-focused role-playing games as a way to promote visualization literacy in young children. Visualization literacy skills are vital in understanding the world…
People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it. In this paper we define the term 'PCG-based game', and explain how this concept follows on from the idea of an…
Procedural Content Generation via Reinforcement Learning (PCGRL) foregoes the need for large human-authored data-sets and allows agents to train explicitly on functional constraints, using computable, user-defined measures of quality…
Computational Thinking (CT) is a key skill set for students in higher education to thrive and adapt to an increasingly technology-driven future and workplace. While research on CT education has gained remarkable momentum in K12 over the…
Deep generative replay has emerged as a promising approach for continual learning in decision-making tasks. This approach addresses the problem of catastrophic forgetting by leveraging the generation of trajectories from previously…
Quantum computers have long been more of a toy for researchers than a tool for solving complex problems. However, recent advances in the field make exploiting the advantages of fault-tolerant quantum computers feasible in the next 5 to 10…
Computational thinking is a key skill for space science graduates, who must apply advanced problem-solving skills to model complex systems, analyse big data sets, and develop control software for mission-critical space systems. We describe…
Large language models (LLMs) excel at complex reasoning tasks such as mathematics and coding, yet they frequently struggle with simple interactive tasks that young children perform effortlessly. This discrepancy highlights a critical gap…
Quantum computing offers exciting opportunities for simulating complex quantum systems and optimizing large scale combinatorial problems, but its practical use is limited by device noise and constrained connectivity. Designing quantum…
The introduction of computing education into curricula worldwide requires multi-year assessments to evaluate the long-term impact on learning. However, no single Computational Thinking (CT) assessment spans primary school, and no group of…
Procedural Content Generation (PCG) is defined as the automatic creation of game content using algorithms. PCG has a long history in both the game industry and the academic world. It can increase player engagement and ease the work of game…
We attempt to automate various artistic processes by inventing a set of drawing games, analogous to the approach taken by emergent language research in inventing communication games. A critical difference is that drawing games demand much…
This work presents a structured systematic process for undergraduate capstone research projects embodying computational thinking (CT) practices. Students learn to conduct research with a decision support system utilizing CT. The system is…