Related papers: Assessing Executive Function Using a Computer Game…
In the previous work, we have given a novel, game-semantic model of computation in an intrinsic, non-inductive and non-axiomatic manner, which is similar to Turing machines but beyond computation on natural numbers, e.g., higher-order…
In many games, moves consist of several decisions made by the player. These decisions can be viewed as separate moves, which is already a common practice in multi-action games for efficiency reasons. Such division of a player move into a…
Wayfinding, the ability to recall the environment and navigate through it, is an essential cognitive skill relied upon almost every day in a person's life. A crucial component of wayfinding is the construction of cognitive maps, mental…
Behavior trees (BTs) emerged from video game development as a graphical language for modeling intelligent agent behavior. BTs have several properties which are attractive for modeling medical procedures including human-readability,…
This paper surveys the current state of the art in affective computing principles, methods and tools as applied to games. We review this emerging field, namely affective game computing, through the lens of the four core phases of the…
Playing video games requires perception, memory, and planning, exactly the faculties modern large language model (LLM) agents are expected to master. We study the major challenges in using popular video games to evaluate modern LLMs and…
The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far…
Dementia is a leading cause of diseases for the elderly. Early diagnosis is very important for the elderly living with dementias. In this paper, we propose a method for dementia diagnosis by predicting MMSE score from finger-tapping…
This paper focuses on "tracing player knowledge" in educational games. Specifically, given a set of concepts or skills required to master a game, the goal is to estimate the likelihood with which the current player has mastery of each of…
Language models are increasingly being deployed for general problem solving across a wide range of tasks, but are still confined to token-level, left-to-right decision-making processes during inference. This means they can fall short in…
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…
Theory of Mind (ToM) is a critical component of intelligence but its assessment remains the subject of heated debates. Prior research applied human ToM assessments to natural language processing models using either human-created…
Multitask learning has shown promising performance in many applications and many multitask models have been proposed. In order to identify an effective multitask model for a given multitask problem, we propose a learning framework called…
This short paper describes an ongoing research project that requires the automated self-play learning and evaluation of a large number of board games in digital form. We describe the approach we are taking to determine relevant features,…
As Large Language Models (LLMs) are integrated into critical real-world applications, their strategic and logical reasoning abilities are increasingly crucial. This paper evaluates LLMs' reasoning abilities in competitive environments…
Many psychophysical studies are dedicated to the evaluation of the human gestalt detection on dot or Gabor patterns, and to model its dependence on the pattern and background parameters. Nevertheless, even for these constrained percepts,…
The rapid advancement of large language models has accelerated their application in reasoning, with strategic reasoning drawing increasing attention. To evaluate the strategic reasoning capabilities of LLMs, game theory, with its concise…
In the empirical approach to game-theoretic analysis (EGTA), the model of the game comes not from declarative representation, but is derived by interrogation of a procedural description of the game environment. The motivation for developing…
Studying psychiatric illness has often been limited by difficulties in connecting symptoms and behavior to neurobiology. Computational psychiatry approaches promise to bridge this gap by providing formal accounts of the latent information…
Contributions: Prior studies on education have mostly followed the model of the cross sectional study, namely, examining the pretest and the posttest scores. This paper shows that students' knowledge throughout the intervention can be…