Seth Cooper

Orcid: 0000-0003-4504-0877

According to our database1, Seth Cooper authored at least 107 papers between 2006 and 2024.

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Bibliography

2024
Latent Combinational Game Design.
IEEE Trans. Games, September, 2024

Isofict: Toward Continuous Interactive Fiction.
Proceedings of the AIIDE Workshop on Intelligent Narrative Technologies co-located with The 20th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2024), 2024

Generating Solvable and Difficult Logic Grid Puzzles.
Proceedings of the Genetic and Evolutionary Computation Conference Companion, 2024

Authoring Games with Tile Rewrite Rule Behavior Trees.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024

Asynchronous Collaboration with Quality-Diversity Search in Human Computation Games.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024

Session details: Workshop on Eudaimonia in Digital Games.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024

Literally Unplayable: On Constraint-Based Generation of Uncompletable Levels.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024

Solution Path Heuristics for Predicting Difficulty and Enjoyment Ratings of Roguelike Level Segments.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024

A Design Framework for Reflective Play.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024

Procedurally Puzzling: On Algorithmic Difficulty and Player Experience in QD-Generated Logic Grid Puzzles.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2024

No Player Left Behind: Evolving Dungeons and Dragons Combat to Optimize Difficulty and Player Contributions.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2024

Toward Space-Time WaveFunctionCollapse for Level and Solution Generation.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2024

Sturgeon-MKIV: Constraint-Based Level and Playthrough Generation with Graph Label Rewrite Rules.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2024

level2image: A Utility for Making 2D Tile-Based Level Images with Overlays.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2024

Controllable Game Level Generation: Assessing the Effect of Negative Examples in GAN Models.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2024

Guided Game Level Repair via Explainable AI.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2024

2023
Level Assembly as a Markov Decision Process.
CoRR, 2023

Wrapped in Story: The Affordances of Narrative for Citizen Science Games.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Re-trainable Procedural Level Generation via Machine Learning (RT-PLGML) as Game Mechanic.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Sturgeon-MKIII: Simultaneous Level and Example Playthrough Generation via Constraint Satisfaction with Tile Rewrite Rules.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Sturgeon-GRAPH: Constrained Graph Generation from Examples.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Learning Constrained Graph Layout for Content Generation.
Proceedings of the Experimental Artificial Intelligence in Games Workshop co-located with the 19th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2023), 2023

Visual Exploration of Tile Datasets.
Proceedings of the Experimental Artificial Intelligence in Games Workshop co-located with the 19th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2023), 2023

Segment-wise Level Generation using Iterative Constrained Extension.
Proceedings of the IEEE Conference on Games, 2023

path2level: Constraint-Based Level Generation from Paths.
Proceedings of the IEEE Conference on Games, 2023

Active Learning for Classifying 2D Grid-Based Level Completability.
Proceedings of the IEEE Conference on Games, 2023

Game Level Blending using a Learned Level Representation.
Proceedings of the IEEE Conference on Games, 2023

Mechanic Maker 2.0: Reinforcement Learning for Evaluating Generated Rules.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023

2022
Quality-Diversity in Human Computation.
Hum. Comput., 2022

Performance of Paid and Volunteer Image Labeling in Citizen Science - A Retrospective Analysis.
Proceedings of the Tenth AAAI Conference on Human Computation and Crowdsourcing, 2022

The Effects of Adaptive Procedural Levels on Engagement and Performance in an Educational Programming Game.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

"Philosophy is Seeped into Every Brick" - Weaving Reflective Elements into Mass-Market Games.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Ordering Levels in Human Computation Games using Playtraces and Level Structure.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

On Linking Level Segments.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

Barriers to Expertise in Citizen Science Games.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Effects of Player-Level Matchmaking Methods in a Live Citizen Science Game.
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2022

tile2tile: Learning Game Filters for Platformer Style Transfer.
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2022

Sturgeon: Tile-Based Procedural Level Generation via Learned and Designed Constraints.
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2022

2021
How do Players and Developers of Citizen Science Games Conceptualize Skill Chains?
Proc. ACM Hum. Comput. Interact., 2021

Case Studies in Game-Based Complex Learning.
Multimodal Technol. Interact., 2021

A Reasoning Engine for the Gamification of Loop-Invariant Discovery.
CoRR, 2021

Signaligner Pro: A Tool to Explore and Annotate Multi-day Raw Accelerometer Data.
Proceedings of the 19th IEEE International Conference on Pervasive Computing and Communications Workshops and other Affiliated Events, 2021

Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Applying Rapid Crowdsourced Playtesting to a Human Computation Game.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

A Comparison of Augmented Reality and Browser Versions of a Citizen Science Game.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Gram-Elites: N-Gram Based Quality-Diversity Search.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Exploring Q-Learning for Adaptive Difficulty in a Tile-based Image Labeling Game.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

An Online System for Player-vs-Level Matchmaking in Human Computation Games.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Dungeon and Platformer Level Blending and Generation using Conditional VAEs.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Procedural Content Generation using Behavior Trees (PCGBT).
Proceedings of the Joint Proceedings of the AIIDE 2021 Workshops co-located with 17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2021)(AAAI 2021), 2021

2020
Controllable Level Blending between Games using Variational Autoencoders.
CoRR, 2020

Tile-o-Scope AR: An Augmented Reality Tabletop Image Labeling Game Toolkit.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Sequential Segment-based Level Generation and Blending using Variational Autoencoders.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Towards Game Design via Creative Machine Learning (GDCML).
Proceedings of the IEEE Conference on Games, 2020

Game Level Clustering and Generation Using Gaussian Mixture VAEs.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Conditional Level Generation and Game Blending.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

Evaluating and Comparing Skill Chains and Rating Systems for Dynamic Difficulty Adjustment.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Precomputing Player Movement in Platformers for Level Generation with Reachability Constraints.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

Grammar Based Modular Level Generator for a Programming Puzzle Game.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

Pathfinding Agents for Platformer Level Repair.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

2019
De novo protein design by citizen scientists.
Nat., 2019

Gamification of Loop-Invariant Discovery from Code.
Proceedings of the Seventh AAAI Conference on Human Computation and Crowdsourcing, 2019

Using rating arrays to estimate score distributions for player-versus-level matchmaking.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Expertise and engagement: re-designing citizen science games with players' minds in mind.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Inferring and Comparing Game Difficulty Curves using Player-vs-Level Match Data.
Proceedings of the IEEE Conference on Games, 2019

Using Q-Learning for Sequencing Level Difficulties in a Citizen Science Matching Game.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Using a Disjoint Skill Model for Game and Task Difficulty in Human Computation Games.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Designing Videogames to Crowdsource Accelerometer Data Annotation for Activity Recognition Research.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

ARAPID: Towards Integrating Crowdsourced Playtesting into the Game Development Environment.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Large-Scale Analysis of Visualization Options in a Citizen Science Game.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Transforming Game Difficulty Curves using Function Composition.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
The art of drafting: a team-oriented hero recommendation system for multiplayer online battle arena games.
Proceedings of the 12th ACM Conference on Recommender Systems, 2018

Does Flight Path Context Matter? Impact on Worker Performance in Crowdsourced Aerial Imagery Analysis.
Proceedings of the 15th International Conference on Information Systems for Crisis Response and Management, 2018

Identifying and Assessing Points of Interest through Crowdsourced Image Analysis.
Proceedings of the 15th International Conference on Information Systems for Crisis Response and Management, 2018

Comparing paid and volunteer recruitment in human computation games.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Meet your match rating: providing skill information and choice in player-versus-level matchmaking.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Repurposing citizen science games as software tools for professional scientists.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Q-DeckRec: A Fast Deck Recommendation System for Collectible Card Games.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Desire Path-Inspired Procedural Placement of Coins in a Platformer Game.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

Blending Levels from Different Games using LSTMs.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

A Monte Carlo Approach to Skill-Based Automated Playtesting.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018

2017
Foldit Standalone: a video game-derived protein structure manipulation interface using Rosetta.
Bioinform., 2017

Predicting Human Computation Game Scores with Player Rating Systems.
Proceedings of the Entertainment Computing - ICEC 2017, 2017

A Required Work Payment Scheme for Crowdsourced Disaster Response: Worker Performance and Motivations.
Proceedings of the 14th Proceedings of the International Conference on Information Systems for Crisis Response and Management, 2017

On Variety, Complexity, and Engagement in Crowdsourced Disaster Response Tasks.
Proceedings of the 14th Proceedings of the International Conference on Information Systems for Crisis Response and Management, 2017

Engagement effects of player rating system-based matchmaking for level ordering in human computation games.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Adapting Cognitive Task Analysis to Elicit the Skill Chain of a Game.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

To Three or not to Three: Improving Human Computation Game Onboarding with a Three-Star System.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Level Difficulty and Player Skill Prediction in Human Computation Games.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

2016
Large-scale finite state game engines.
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, Zurich, 2016

Player Rating Systems for Balancing Human Computation Games: Testing the Effect of Bipartiteness.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

Proactive Sensing for Improving Hand Pose Estimation.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
Nanocrafter: Design and Evaluation of a DNA Nanotechnology Game.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Gamifying Research: Strategies, Opportunities, Challenges, Ethics.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

2014
User behavior transformation through dynamic input mappings.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

A Framework for Scientific Discovery through Video Games (dissertation, updated version).
ACM Books 3, ACM / Morgan & Claypool, ISBN: 978-1-627-05504-8, 2014

2013
Automated redesign of local playspace properties.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

2012
Verification games: making verification fun.
Proceedings of the 14th Workshop on Formal Techniques for Java-like Programs, 2012

The impact of tutorials on games of varying complexity.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
Algorithm discovery by protein folding game players.
Proc. Natl. Acad. Sci. USA, 2011

Feature-based projections for effective playtrace analysis.
Proceedings of the Foundations of Digital Games, 2011

Analysis of social gameplay macros in the Foldit cookbook.
Proceedings of the Foundations of Digital Games, 2011

On the harmfulness of secondary game objectives.
Proceedings of the Foundations of Digital Games, 2011

2010
Predicting protein structures with a multiplayer online game.
Nat., 2010

The challenge of designing scientific discovery games.
Proceedings of the International Conference on the Foundations of Digital Games, 2010

2007
Active learning for real-time motion controllers.
ACM Trans. Graph., 2007

2006
Continuum crowds.
ACM Trans. Graph., 2006


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