Related papers: Baba is Y'all: Collaborative Mixed-Initiative Leve…
Teaching programming in early childhood (4-9) to enhance computational thinking has gained popularity in the recent movement of computer science for all. However, current practices ignore some fundamental issues resulting from young…
An interactive robot framework accomplishes long-horizon task planning and can easily generalize to new goals and distinct tasks, even during execution. However, most traditional methods require predefined module design, making it hard to…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
This study proposes a system designed to enumerate the process of collaborative composition among humans, using automatic music composition technology. By integrating multiple Recurrent Neural Network (RNN) models, the system provides an…
What role can AI play in supporting and constraining creative coding by families? To investigate these questions, we built a Wizard of Oz platform to help families engage in creative coding in partnership with a researcher-operated AI…
Co-design is essential for grounding embodied artificial intelligence (AI) systems in real-world contexts, especially high-stakes domains such as healthcare. While prior work has explored multidisciplinary collaboration, iterative…
Current AI writing tools, which rely on text prompts, poorly support the spatial and interactive nature of storytelling where ideas emerge from direct manipulation and play. We present PlayWrite, a mixed-reality system where users author…
Classically, the development of humanoid robots has been sequential and iterative. Such bottom-up design procedures rely heavily on intuition and are often biased by the designer's experience. Exploiting the non-linear coupled design space…
We present a novel real-time, collaborative, and interactive AI painting system, Mappa Mundi, for artistic Mind Map creation. The system consists of a voice-based input interface, an automatic topic expansion module, and an image projection…
To regulate a social system comprised of self-interested agents, economic incentives are often required to induce a desirable outcome. This incentive design problem naturally possesses a bilevel structure, in which a designer modifies the…
Collaborative problem solving (CPS) is a fundamental practice in middle-school mathematics education; however, student groups frequently stall or struggle without ongoing teacher support. Recent work has explored how Generative AI tools can…
Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether…
Drama-in-education is an interdisciplinary instructional approach that integrates subjects such as language, history, and psychology. Its core component is playwriting. Based on need-finding interviews of 13 teachers, we found that current…
Correct-by-construction manipulation planning in a dynamic environment, where other agents can manipulate objects in the workspace, is a challenging problem. The tight coupling of actions and motions between agents and complexity of mission…
The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of…
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards…
Text-to-level generation aims to translate natural language descriptions into structured game levels, enabling intuitive control over procedural content generation. While prior text-to-level generators are typically limited to a single game…
In the article a turn-based game played on four computers connected via network is investigated. There are three computers with natural intelligence and one with artificial intelligence. Game table is seen by each player's own view point in…
Humans have an impressive ability to solve complex coordination problems in a fully distributed manner. This ability, if learned as a set of distributed multirobot coordination strategies, can enable programming large groups of robots to…
As increasingly powerful generative AI systems are developed, the release method greatly varies. We propose a framework to assess six levels of access to generative AI systems: fully closed; gradual or staged access; hosted access;…