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Taking into account background knowledge as the context has always been an important part of solving tasks that involve natural language. One representative example of such tasks is text-based games, where players need to make decisions…
Network creation games have been extensively studied, both from economists and computer scientists, due to their versatility in modeling individual-based community formation processes, which in turn are the theoretical counterpart of…
Developing algorithms for distributed systems is an error-prone task. Formal models like Petri nets with transits and Petri games can prevent errors when developing such algorithms. Petri nets with transits allow us to follow the data flow…
During the last couple of years, observers have started to make plans for a Virtual Observatory, as a federation of existing data bases, connected through levels of software that enable rapid searches, correlations, and various forms of…
The promise of e-Science will only be realized when data is discoverable, accessible, and comprehensible within distributed teams, across disciplines, and over the long-term--without reliance on out-of-band (non-digital) means. We have…
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, ``giving the feeling of being controlled by a player'', and outline the problem of its…
Rapid spread of harmful misinformation has led to a dire need for effective media literacy interventions, to which educational games have been suggested as a possible solution. Researchers and educators have created several games that…
In recent years, many studies have applied wearable devices to capture psychophysiological data from software developers. However, the current literature lacks investigations that classify the studies and point out gaps to be explored. This…
Gamification is an emerging design principle for information systems where game design elements are applied to non-game contexts. IS researchers have suggested that the IS discipline must study this area but there are other applications…
Competitive online games use rating systems to match players with similar skills to ensure a satisfying experience for players. In this paper, we focus on the importance of addressing different aspects of playing behavior when modeling…
Multi-agent path finding (MAPF) is a well-studied problem in artificial intelligence, where one needs to find collision-free paths for agents with given start and goal locations. In video games, agents of different types often form teams.…
Our study's concern is about how to enlarge the scope of the virtual museum concept from the mediation activities as they are carried out in today's digital planetariums to training activities dedicated to the public. We assume that these…
In video games, virtual characters' decision systems often use a simplified representation of the world. To increase both their autonomy and believability we want those characters to be able to learn this representation from human players.…
From dirty data to intentional deception, there are many threats to the validity of data-driven decisions. Making use of data, especially new or unfamiliar data, therefore requires a degree of trust or verification. How is this trust…
Research on relationship quality often relies on lengthy questionnaires or invasive textual corpora, limiting ecological validity and user privacy. We ask whether a sequence of single-word choices made in a playful setting can reveal…
At the 2017 Artificial and Computational Intelligence in Games meeting at Dagstuhl, Julian Togelius asked how to make spaces where every way of filling in the details yielded a good game. This study examines the possibility of enriching…
Topological fixpoint logics are a family of logics that admits topological models and where the fixpoint operators are defined with respect to the topological interpretations. Here we consider a topological fixpoint logic for relational…
Information gathering while interacting with other agents under sensing and motion uncertainty is critical in domains such as driving, service robots, racing, or surveillance. The interests of agents may be at odds with others, resulting in…
Workflows are critical for scientific discovery. However, the sophistication, heterogeneity, and scale of workflows make building, testing, and optimizing them increasingly challenging. Furthermore, their complexity and heterogeneity make…
Building computer systems that can converse about their visual environment is one of the oldest concerns of research in Artificial Intelligence and Computational Linguistics (see, for example, Winograd's 1972 SHRDLU system). Only recently,…