Demo Data from VLDB 2026 / reviewers in the wild / expert
Shaghayegh Roohi
dblp:217/9534
· DBLP profile ↗
3ranked-venue papers
2as first author
1since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Artificial intelligence
1 paper |
Multi-agent systems · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction
game testing |
0.3 | 1 | 2018 | Review of Intrinsic Motivation in Simulation-based Game Testing · CHI 2018 |
Knowledge, reasoning and agents › Multi-agent systems
agent behavior |
0.1 | 1 | 2018 | Review of Intrinsic Motivation in Simulation-based Game Testing · CHI 2018 |
Methods — techniques the papers use, named apart from their topics
literature review · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Predicting Game Difficulty and Engagement Using AI PlayersabstractThis paper presents a novel approach to automated playtesting for the prediction of human player behavior and experience. We have previously demonstrated that Deep Reinforcement Learning (DRL) game-playing agents can predict both game difficulty and player engagement, operationalized as average pass and churn rates. We improve this approach by enhancing DRL with Monte Carlo Tree Search (MCTS). We also motivate an enhanced selection strategy for predictor features, based on the observation that an AI agent's best-case performance can yield stronger correlations with human data than the agent's average performance. Both additions consistently improve the prediction accuracy, and the DRL-enhanced MCTS outperforms both DRL and vanilla MCTS in the hardest levels. We conclude that player modelling via automated playtesting can benefit from combining DRL and MCTS. Moreover, it can be worthwhile to investigate a subset of repeated best AI agent runs, if AI gameplay does not yield good predictions on average. Shaghayegh Roohi, Christian Guckelsberger, Asko Relas, Henri Heiskanen, Jari Takatalo, Perttu Hämäläinen |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2019 | A Reinforcement Learning Approach To Synthesizing Climbing MovementsabstractThis paper addresses the problem of synthesizing simulated humanoid climbing movements given the target holds, e.g., by the player of a climbing game. We contribute the first deep reinforcement learning solution that can handle interactive physically simulated humanoid climbing with more than one limb switching holds at the same time. A key component of our approach is Self-Supervised Episode State Initialization (SS- ESI), which ensures diverse exploration and speeds up learning, compared to a baseline approach where the climber is reset to an initial pose after failure. Our results also show that training with a multi-step action parameterization can produce both smoother movements and enable learning from slightly fewer explored actions at the cost of increased simulation time per action. Kourosh Naderi, Amin Babadi, Shaghayegh Roohi, Perttu Hämäläinen |
CoG | 3 |
| 2018 | Review of Intrinsic Motivation in Simulation-based Game TestingabstractThis paper presents a review of intrinsic motivation in player modeling, with a focus on simulation-based game testing. Modern AI agents can learn to win many games; from a game testing perspective, a remaining research problem is how to model the aspects of human player behavior not explained by purely rational and goal-driven decision making. A major piece of this puzzle is constituted by intrinsic motivations, i.e., psychological needs that drive behavior without extrinsic reinforcement such as game score. We first review the common intrinsic motivations discussed in player psychology research and artificial intelligence, and then proceed to systematically review how the various motivations have been implemented in simulated player agents. Our work reveals that although motivations such as competence and curiosity have been studied in AI, work on utilizing them in simulation-based game testing is sparse, and other motivations such as social relatedness, immersion, and domination appear particularly underexplored. Shaghayegh Roohi, Jari Takatalo, Christian Guckelsberger, Perttu Hämäläinen |
CHI | 1 |