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Technology has become an essential part of our everyday life, and its use in educational environments keeps growing. In addition, games are one of the most popular activities across cultures and ages, and there is ample evidence that…
This article identifies a gap between the existence of a various psychometric tests approaches and other team performance assessment tools (e.g. business and management games). As a response to the lack of tools able to utilize the…
Personality assessment in career guidance and personnel selection traditionally relies on self-report questionnaires, which are susceptible to response bias, fatigue, and intentional distortion. Game-based assessment offers a promising…
While work in fields of CSCW (Computer Supported Collaborative Work), Psychology and Social Sciences have progressed our understanding of team processes and their effect performance and effectiveness, current methods rely on observations or…
Self-play, a learning paradigm where agents iteratively refine their policies by interacting with historical or concurrent versions of themselves or other evolving agents, has shown remarkable success in solving complex non-cooperative…
While games have been used extensively as milestones to evaluate game-playing AI, there exists no standardised framework for reporting the obtained observations. As a result, it remains difficult to draw general conclusions about the…
Robotics education fosters computational thinking, creativity, and problem-solving, but remains challenging due to technical complexity. Game-based learning (GBL) and gamification offer engagement benefits, yet their comparative impact…
Defining and measuring decision-making styles, also known as playstyles, is crucial in gaming, where these styles reflect a broad spectrum of individuality and diversity. However, finding a universally applicable measure for these styles…
LLM self-play algorithms are notable in that, in principle, nothing bounds their learning: a Conjecturer model creates problems for a Solver, and both improve together. However, in practice, existing LLM self-play methods do not scale well…
As digital games continue to be explored as solutions to educational and behavioural challenges, the need for evaluation methodologies which support both the unique nature of the format and the need for comparison with other approaches…
Gamification has been used to motivate and engage participants in software engineering education and practice activities. There is a significant demand for empirical studies for the understanding of the impacts and efficacy of gamification.…
Rapid individual cognitive phenotyping holds the potential to revolutionize domains as wide-ranging as personalized learning, employment practices, and precision psychiatry. Going beyond limitations imposed by traditional lab-based…
Self-assessment is a key aspect of reliable intelligence, yet evaluations of large language models (LLMs) focus mainly on task accuracy. We adapted the 10-item General Self-Efficacy Scale (GSES) to elicit simulated self-assessments from ten…
As the complexity and scope of games increase, game testing, also called playtesting, becomes an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of game testing leaves space for automation. In this…
Ideal or real - that is the question.In this work, we explore whether principles from game theory can be effectively applied to the evaluation of large language models (LLMs). This inquiry is motivated by the growing inadequacy of…
Despite increasing attention paid to the need for fast, scalable methods to analyze next-generation neuroscience data, comparatively little attention has been paid to the development of similar methods for behavioral analysis. Just as the…
The timely identification of mental disorders in adolescents is a global public health challenge.Single factor is difficult to detect the abnormality due to its complex and subtle nature. Additionally, the generalized multimodal…
Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational…
Reasoning is not just about solving problems -- it is also about evaluating which problems are worth solving at all. Evaluations of artificial intelligence (AI) systems primarily focused on problem solving, historically by studying how…
This paper introduces an information-theoretic method for selecting a subset of problems which gives the most information about a group of problem-solving algorithms. This method was tested on the games in the General Video Game AI (GVGAI)…