•  148
    Predicting Tetris Performance Using Early Keystrokes
    with Gianluca Guglielmo, Elisabeth Huis in 'T. Veld, and Pieter Spronck
    Fdg '23: Proceedings of the 18Th International Conference on the Foundations of Digital Games 46 1-4. 2023.
    In this study, we predict the different levels of performance in a Nintendo Entertainment System (NES) Tetris session based on the score and the number of matches played by the players. Using the first 45 seconds of gameplay, a Random Forest Classifier was trained on the five keys used in the game obtaining a ROC_AUC score of 0.80. Further analysis revealed that the number of down keys (forced drop) and the number of left keys (left translation) are the most relevant keys in this task, showing t…Read more
  •  127
    Using Deep Learning to Detect Facial Markers of Complex Decision Making
    with Gianluca Guglielmo and Irene Font Peradejordi
    In C. Browne, A. Kishimoto & J. Schaeffer (eds.), Advances in Computer Games. ACG 2021. Lecture Notes in Computer Science, Springer. pp. 187-196. 2022.
    In this paper, we report on an experiment with The Walking Dead (TWD), which is a narrative-driven adventure game where players have to survive in a post-apocalyptic world filled with zombies. We used OpenFace software to extract action unit (AU) intensities of facial expressions characteristic of decision-making processes and then we implemented a simple convolution neural network (CNN) to see which AUs are predictive of decision-making. Our results provide evidence that the pre-decision variat…Read more
  •  104
    A narrative review of the active ingredients in psychotherapy delivered by conversational agents
    with Arthur Herbener and Malene Flensborg Damholdt A. Show More
    Computers in Human Behavior Reports 14. 2024.
    The present narrative review seeks to unravel where we are now, and where we need to go to delineate the active ingredients in psychotherapy delivered by conversational agents (e.g., chatbots). While psychotherapy delivered by conversational agents has shown promising effectiveness for depression, anxiety, and psychological distress across several randomized controlled trials, little emphasis has been placed on the therapeutic processes in these interventions. The theoretical framework of this n…Read more
  •  9
    Out of the Maze: Investigating Fluid Intelligence and Numeracy as Predictive Factors of Planning Skills Using Video Games
    with Gianluca Guglielmo, Elisabeth Huis in 'T. Veld, and Pieter Spronck
    In Kristian Kiili, Koskinen Antti, Francesca de Rosa, Muhterem Dindar, Michael Kickmeier-Rust & Francesco Bellotti (eds.), Games and Learning Alliance. GALA 2022. Lecture Notes in Computer Science, vol 13647., Springer International Publishing. pp. 202--211. 2022.
    The aim of this study was to test whether an online video game can be used to investigate planning ability and whether fluid intelligence, objective numeracy, and subjective numeracy are predictive of game performance. Our results demonstrate that fluid intelligence is particularly important, which is in line with previous non-game-based studies that show a relationship between classical planning tests and fluid intelligence. Video games have been previously used for research into cognitive proc…Read more
  •  1
    The perceived duration of an interval depends on numerous aspects of the passed event both endogenous, including physiological arousal, level of wakefulness, attention, and surprise, as well as exogenous such as valence, salience, or context in the environment. There is some evidence that "time-giving" cues from the environment (zeitgebers) are coupled with time perception. The movement of the sun on the horizon was demonstrated to affect interval perception in a study conducted by Schatzschneid…Read more
  • Challenges to engineering moral reasoners : time and context
    In Patrick Lin, Keith Abney & Ryan Jenkins (eds.), Robot Ethics 2.0: From Autonomous Cars to Artificial Intelligence, Oxford University Press. pp. 244-259. 2017.
    Programming computers to engage in moral reasoning is not a new idea (Anderson and Anderson 2011a). Work on the subject has yielded concrete examples of computable linguistic structures for a moral grammar (Mikhail 2007), the ethical governor architecture for autonomous weapon systems (Arkin 2009), rule-based systems that implement deontological principles (Anderson and Anderson 2011b), systems that implement utilitarian principles, and a hybrid approach to programming ethical machines (Wallach …Read more
  • IEEE Transactions on Games (Conference on Games 2022, Beijing, China) (edited book)
    with Gianluca Guglielmo, Paris Mavromoustakos Blom, Boris Čule, and Pieter Spronck
    Acm. 2022.