Kai Eckert 0001

dblp:22/5420-1 · DBLP profile ↗
← Back
26ranked-venue papers
7as first author
8since 2021 · last 2025
0000-0002-5423-561XORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Databases, data management, data science and information retrieval · 16 · 7 first-author · 1 since 2021Artificial intelligence and machine learning · 8 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 since 2021Human-computer interaction and ubiquitous computing · 4 · 4 since 2021Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2025 Level the Level: Balancing Game Levels for Asymmetric Player Archetypes With Reinforcement Learning
abstract
Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development.For this reason, this work focuses on generating balanced levels tailored to asymmetric player archetypes, where the disparity in abilities is balanced entirely through the level design.For instance, while one archetype may have an advantage over another, both should have an equal chance of winning.We therefore conceptualize game balancing as a procedural content generation problem and build on and extend a recently introduced method that uses reinforcement learning to balance tile-based game levels.We evaluate the method on four different player archetypes and demonstrate its ability to balance a larger proportion of levels compared to two baseline approaches.Furthermore, our results indicate that as the disparity between player archetypes increases, the required number of training steps grows, while the model's accuracy in achieving balance decreases.
Florian Rupp, Kai Eckert 0001
FDG2
2024 GEEvo: Game Economy Generation and Balancing with Evolutionary Algorithms
abstract
Game economy design significantly shapes the player experience and progression speed. Modern game economies are becoming increasingly complex and can be very sensitive to even minor numerical adjustments, which may have an unexpected impact on the overall gaming experience. Consequently, thorough manual testing and fine-tuning during development are essential. Unlike existing works that address algorithmic balancing for specific games or genres, this work adopts a more abstract approach, focusing on game balancing through its economy, detached from a specific game. We propose GEEvo (Game Economy Evolution), a framework to generate graph-based game economies and balancing both, newly generated or existing economies. GEEvo uses a two-step approach where evolutionary algorithms are used to first generate an economy and then balance it based on specified objectives, such as generated resources or damage dealt over time. We define different objectives by differently parameterizing the fitness function using data from multiple simulation runs of the economy. To support this, we define a lightweight and flexible game economy simulation framework. Our method is tested and benchmarked with various balancing objectives on a generated dataset, and we conduct a case study evaluating damage balancing for two fictional economies of two popular game character classes.
Florian Rupp, Kai Eckert 0001
CEC2
2024 G-PCGRL: Procedural Graph Data Generation via Reinforcement Learning
abstract
Graph data structures offer a versatile and powerful means to model relationships and interconnections in various domains, promising substantial advantages in data representation, analysis, and visualization. In games, graph-based data structures are omnipresent and represent, for example, game economies, skill trees or complex, branching quest lines. With this paper, we propose G-PCGRL, a novel and controllable method for the procedural generation of graph data using reinforcement learning. Therefore, we frame this problem as manipulating a graph’s adjacency matrix to fulfill a given set of constraints. Our method adapts and extends the Procedural Content Generation via Reinforcement Learning (PCGRL) framework and introduces new representations to frame the problem of graph data generation as a Markov decision process. We compare the performance of our method with the original PCGRL, the run time with a random search and evolutionary algorithm, and evaluate GPCGRL on two graph data domains in games: game economies and skill trees. The results show that our method is capable of generating graph-based content quickly and reliably to support and inspire designers in the game creation process. In addition, trained models are controllable in terms of the type and number of nodes to be generated.
Florian Rupp, Kai Eckert 0001
CoG2
2024 It might be balanced, but is it actually good? An Empirical Evaluation of Game Level Balancing
abstract
Achieving optimal balance in games is essential to their success, yet reliant on extensive manual work and playtesting. To facilitate this process, the Procedural Content Generation via Reinforcement Learning (PCGRL) framework has recently been effectively used to improve the balance of existing game levels. This approach, however, only assesses balance heuristically, neglecting actual human perception. For this reason, this work presents a survey to empirically evaluate the created content paired with human playtesting. Participants in four different scenarios are asked about their perception of changes made to the level both before and after balancing, and vice versa. Based on descriptive and statistical analysis, our findings indicate that the PCGRL-based balancing positively influences players’ perceived balance for most scenarios, albeit with differences in aspects of the balancing between scenarios.
Florian Rupp, Alessandro Puddu, Christian Becker-Asano, Kai Eckert 0001
CoG4
2024 ACLSum: A New Dataset for Aspect-based Summarization of Scientific Publications
abstract
Sotaro Takeshita, Tommaso Green, Ines Reinig, Kai Eckert, Simone Ponzetto. Proceedings of the 2024 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies (Volume 1: Long Papers). 2024.
Sotaro Takeshita, Tommaso Green, Ines Reinig, Kai Eckert 0001, Simone Paolo Ponzetto
NAACL-HLT4
2024 Simulation-Driven Balancing of Competitive Game Levels With Reinforcement Learning
abstract
The balancing process for game levels in competitive two-player contexts involves a lot of manual work and testing, particularly for non-symmetrical game levels. In this work, we frame game balancing as a procedural content generation task and propose an architecture for automatically balancing of tile-based levels within the PCGRL framework (procedural content generation via reinforcement learning). Our architecture is divided into three parts: (1) a level generator, (2) a balancing agent, and (3) a reward modeling simulation. Through repeated simulations, the balancing agent receives rewards for adjusting the level towards a given balancing objective, such as equal win rates for all players. To this end, we propose new swap-based representations to improve the robustness of playability, thereby enabling agents to balance game levels more effectively and quickly compared to traditional PCGRL. By analyzing the agent's swapping behavior, we can infer which tile types have the most impact on the balance. We validate our approach in the Neural MMO (NMMO) environment in a competitive two-player scenario. In this extended conference paper, we present improved results, explore the applicability of the method to various forms of balancing beyond equal balancing, compare the performance to another search-based approach, and discuss the application of existing fairness metrics to game balancing.
Florian Rupp, Manuel Eberhardinger, Kai Eckert 0001
IEEE Trans. Games3
2023 Balancing of competitive two-player Game Levels with Reinforcement Learning
abstract
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 tile-based levels within the recently introduced PCGRL framework (procedural content generation via reinforcement learning).Our architecture is divided into three parts: (1) a level generator, (2) a balancing agent and, (3) a reward modeling simulation. By playing the level in a simulation repeatedly, the balancing agent is rewarded for modifying it towards the same win rates for all players. To this end, we introduce a novel family of swap-based representations to increase robustness towards playability. We show that this approach is capable to teach an agent how to alter a level for balancing better and faster than plain PCGRL. In addition, by analyzing the agent’s swapping behavior, we can draw conclusions about which tile types influence the balancing most. We test and show our results using the Neural MMO (NMMO) environment in a competitive two-player setting.
Florian Rupp, Manuel Eberhardinger, Kai Eckert 0001
CoG3
2023 Data science curriculum in the iField
abstract
Many disciplines, including the broad Field of Information (iField), have been offering Data Science (DS) programs. There have been significant efforts exploring an individual discipline's identity and unique contributions to the broader DS education landscape. To advance DS education in the iField, the iSchool Data Science Curriculum Committee (iDSCC) was formed and charged with building and recommending a DS education framework for iSchools. This paper reports on the research process and findings of a series of studies to address important questions: What is the iField identity in the multidisciplinary DS education landscape? What is the status of DS education in iField schools? What knowledge and skills should be included in the core curriculum for iField DS education? What are the jobs available for DS graduates from the iField? What are the differences between graduate-level and undergraduate-level DS education? Answers to these questions will not only distinguish an iField approach to DS education but also define critical components of DS curriculum. The results will inform individual DS programs in the iField to develop curriculum to support undergraduate and graduate DS education in their local context.
Yin Zhang 0007, Dan Wu 0003, Loni Hagen, Il-Yeol Song, Javed Mostafa, Sam Gyun Oh, Theresa Dirndorfer Anderson, Chirag Shah 0001, Bradley Wade Bishop, Frank Hopfgartner, Kai Eckert 0001, Lisa Federer, Jeffrey S. Saltz
J. Assoc. Inf. Sci. Technol.11
2020 Cyberbullying Detection in Social Networks Using Deep Learning Based Models
Maral Dadvar, Kai Eckert 0001
DaWaK2
2019 Reverse-Transliteration of Hebrew script for Entity Disambiguation
abstract
JudaicaLink is a novel domain-specific knowledge base for Jewish culture, history, and studies. JudaicaLink is built by extracting structured, multilingual knowledge from different sources and it is mainly used for contextualization and entity linking. One of the main challenges in the process of aggregating Jewish digital resources is the use of the Hebrew script. The proof of materials in German central cataloging systems is based on the conversion of the original script of the publication into the Latin script, known as Romanization. Many of our datasets, especially those from library catalogs, contain Hebrew authors' names and titles which are only in Latin script without their Hebrew script. Therefore, it is not possible to identify them in and link them to other corresponding Hebrew resources. To overcome this problem, we designed a reverse-transliteration model which reconstructs the Hebrew script from the Romanization and consequently makes the entities more accessible.
Aaron Christianson, Maral Dadvar, Kai Eckert 0001
iiWAS3
2018 Investigating the Role of Argumentation in the Rhetorical Analysis of Scientific Publications with Neural Multi-Task Learning Models
abstract
Exponential growth in the number of scientific publications yields the need for effective automatic analysis of rhetorical aspects of scientific writing. Acknowledging the argumentative nature of scientific text, in this work we investigate the link between the argumentative structure of scientific publications and rhetorical aspects such as discourse categories or citation contexts. To this end, we (1) augment a corpus of scientific publications annotated with four layers of rhetoric annotations with argumentation annotations and (2) investigate neural multi-task learning architectures combining argument extraction with a set of rhetorical classification tasks. By coupling rhetorical classifiers with the extraction of argumentative components in a joint multi-task learning setting, we obtain significant performance gains for different rhetorical analysis tasks.
Anne Lauscher, Goran Glavas, Simone Paolo Ponzetto, Kai Eckert 0001
EMNLP4
2017 Modification to K-Medoids and CLARA for Effective Document Clustering
Phuong T. Nguyen 0001, Kai Eckert 0001, Azzurra Ragone, Tommaso Di Noia
ISMIS2
2016 A Large DataBase of Hypernymy Relations Extracted from the Web
Julian Seitner, Christian Bizer, Kai Eckert 0001, Stefano Faralli 0001, Robert Meusel, Heiko Paulheim, Simone Paolo Ponzetto
LREC3
2015 Guidance, Please! Towards a Framework for RDF-Based Constraint Languages
Thomas Bosch, Kai Eckert 0001
Dublin Core Conference2
2014 Requirements on RDF Constraint Formulation and Validation
Thomas Bosch, Kai Eckert 0001
Dublin Core Conference2
2014 Towards Description Set Profiles for RDF using SPARQL as Intermediate Language
Thomas Bosch, Kai Eckert 0001
Dublin Core Conference2
2013 Provenance and Annotations for Linked Data
Kai Eckert 0001
Dublin Core Conference1
2013 Deployment of RDFa, Microdata, and Microformats on the Web - A Quantitative Analysis
Christian Bizer, Kai Eckert 0001, Robert Meusel, Hannes Mühleisen, Michael Schuhmacher, Johanna Völker
ISWC (2)2
2013 Evaluation Measures for Ontology Matchers in Supervised Matching Scenarios
Dominique Ritze, Heiko Paulheim, Kai Eckert 0001
ISWC (2)3
2012 Identifying References to Datasets in Publications
Katarina Boland, Dominique Ritze, Kai Eckert 0001, Brigitte Mathiak
TPDL3
2011 Extending DCAM for Metadata Provenance
Kai Eckert 0001, Daniel Garijo, Michael Panzer
Dublin Core Conference1
2011 Metadata Provenance: Dublin Core on the Next Level
Kai Eckert 0001, Daniel Garijo, Michael Panzer, Omer Percin
Dublin Core Conference1
2011 An Application to Support Reclassification of Large Libraries
Kai Eckert 0001, Magnus Pfeffer
TPDL1
2009 A Unified Approach for Representing Metametadata
Kai Eckert 0001, Magnus Pfeffer, Heiner Stuckenschmidt
Dublin Core Conference1
2009 Improving Ontology Matching Using Meta-level Learning
Kai Eckert 0001, Christian Meilicke, Heiner Stuckenschmidt
ESWC1
2007 Interactive thesaurus assessment for automatic document annotation
abstract
The use of thesaurus-based indexing is a common approach for increasing the performance of document retrieval. With the growing amount of documents available, manual indexing is not a feasible option. Statistical methods for automated document indexing are an attractive alternative. We argue that the quality of the thesaurus used as a basis for indexing in regard to its ability to adequately cover the contents to be indexed is of crucial importance inautomatic indexing because there is no human in the loop that can spot and avoid indexing errors. We propose a method for thesaurus evaluation that is based on a combination of statistical measures and appropriate visualization techniques that supports the detection of potential problems in a thesaurus. We describe this method and show its application in the context of two automatic indexing tasks. The examples show that the methods indeed eases the detection and correction of errors leading to a better indexing result. Please refer to http://www.kaiec.org for high resolution media of all figures used in this paper, as well as an animated presentation of the interactive tool.
Kai Eckert 0001, Heiner Stuckenschmidt, Magnus Pfeffer
K-CAP1