Robert C. Gray

dblp:229/1474 · DBLP profile ↗
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7ranked-venue papers
5as first author
4since 2021 · last 2023
0000-0003-4961-9990ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 7 · 5 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 2 since 2021
YearPublicationVenuePosition
2023 Beyond UCT: MAB Exploration Improvements for Monte Carlo Tree Search
abstract
Monte Carlo Tree Search (MCTS) employs Multi-Armed Bandit (MAB) techniques to direct the policy for child node selection during tree construction. Typical MCTS implementations have relied on the Upper Confidence Bounds for Trees (UCT) strategy, which leverages a specific variant of the general Upper Confidence Bounds (UCB) approach. The success of such strategies relies heavily on the proper tuning of the UCB C parameter to guide exploration effectively. This paper examines (1) the advantages of per-arm tuning of C, (2) the potential for a parameter-less UCB variant called UCBT to provide opportunities for automatic derivation of effective C values without prior tuning in a strategy called Poly-UCB1, and (3) the application of both of these concepts toward operational tuning of C during MCTS node expansion and tree construction in a strategy called UCB-Multi. We evaluate our approach in three turn-based, adversarial board games.
Robert C. Gray, Jichen Zhu, Santiago Ontañón
CoG1
2023 Improving Fairness in Adaptive Social Exergames via Shapley Bandits
abstract
Algorithmic fairness is an essential requirement as AI becomes integrated in society. In the case of social applications where AI distributes resources, algorithms often must make decisions that will benefit a subset of users, sometimes repeatedly or exclusively, while attempting to maximize specific outcomes. How should we design such systems to serve users more fairly? This paper explores this question in the case where a group of users works toward a shared goal in a social exergame called Step Heroes. We identify adverse outcomes in traditional multi-armed bandits (MABs) and formalize the Greedy Bandit Problem. We then propose a solution based on a new type of fairness-aware multi-armed bandit, Shapley Bandits. It uses the Shapley Value for increasing overall player participation and intervention adherence rather than the maximization of total group output, which is traditionally achieved by favoring only high-performing participants. We evaluate our approach via a user study (n=46). Our results indicate that our Shapley Bandits effectively mediates the Greedy Bandit Problem and achieves better user retention and motivation across the participants.
Robert C. Gray, Jennifer Villareale, Thomas B. Fox, Diane H. Dallal, Santiago Ontañón, Danielle Arigo, Shahin Jabbari, Jichen Zhu
IUI1
2021 Multiplayer Modeling via Multi-Armed Bandits
abstract
This paper focuses on player modeling in multiplayer adaptive games. While player modeling has received a significant amount of attention, less is known about how to use player modeling in multiplayer games, especially when an experience management AI must make decisions on how to adapt the experience for the group as a whole. Specifically, we present a multi-armed bandit (MAB) approach for modeling groups of multiple players. Our main contributions are a new MAB framework for multiplayer modeling and techniques for addressing the new challenges introduced by the multiplayer context, extending previous work on MAB-based player modeling to account for new group-generated phenomena not present in single-user models. We evaluate our approach via simulation of virtual players in the context of multiplayer adaptive exergames.
Robert C. Gray, Jichen Zhu, Santiago Ontañón
CoG1
2021 Personalization Paradox in Behavior Change Apps: Lessons from a Social Comparison-Based Personalized App for Physical Activity
abstract
Social comparison-based features are widely used in social computing apps. However, most existing apps are not grounded in social comparison theories and do not consider individual differences in social comparison preferences and reactions. This paper is among the first to automatically personalize social comparison targets. In the context of an m-health app for physical activity, we use artificial intelligence (AI) techniques of multi-armed bandits. Results from our user study (n=53) indicate that there is some evidence that motivation can be increased using the AI-based personalization of social comparison. The detected effects achieved small-to-moderate effect sizes, illustrating the real-world implications of the intervention for enhancing motivation and physical activity. In addition to design implications for social comparison features in social apps, this paper identified the personalization paradox, the conflict between user modeling and adaptation, as a key design challenge of personalized applications for behavior change. Additionally, we propose research directions to mitigate this Personalization Paradox.
Jichen Zhu, Diane H. Dallal, Robert C. Gray, Jennifer Villareale, Santiago Ontañón, Evan M. Forman, Danielle Arigo
Proc. ACM Hum. Comput. Interact.3
2020 Regression Oracles and Exploration Strategies for Short-Horizon Multi-Armed Bandits
abstract
This paper explores multi-armed bandit (MAB) strategies in very short horizon scenarios, i.e., when the bandit strategy is only allowed very few interactions with the environment. This is an understudied setting in the MAB literature with many applications in the context of games, such as player modeling. Specifically, we pursue three different ideas. First, we explore the use of regression oracles, which replace the simple average used in strategies such as ε-greedy with linear regression models. Second, we examine different exploration patterns such as forced exploration phases. Finally, we introduce a new variant of the UCB1 strategy called UCBT that has interesting properties and no tunable parameters. We present experimental results in a domain motivated by exergames, where the goal is to maximize a player's daily steps. Our results show that the combination of ε-greedy or ε-decreasing with regression oracles outperforms all other tested strategies in the short horizon setting.
Robert C. Gray, Jichen Zhu, Santiago Ontañón
CoG1
2020 Player Modeling via Multi-Armed Bandits
abstract
This paper focuses on building personalized player models solely from player behavior in the context of adaptive games. We present two main contributions: The first is a novel approach to player modeling based on multi-armed bandits (MABs). This approach addresses, at the same time and in a principled way, both the problem of collecting data to model the characteristics of interest for the current player and the problem of adapting the interactive experience based on this model. Second, we present an approach to evaluating and fine-tuning these algorithms prior to generating data in a user study. This is an important problem, because conducting user studies is an expensive and labor-intensive process; therefore, an ability to evaluate the algorithms beforehand can save a significant amount of resources. We evaluate our approach in the context of modeling players’ social comparison orientation (SCO) and present empirical results from both simulations and real players.
Robert C. Gray, Jichen Zhu, Danielle Arigo, Evan M. Forman, Santiago Ontañón
FDG1
2019 Enhancing social exergames through idle game design
abstract
This paper recognizes idle games as a promising direction for exergames and other games designed for behavioral change. Based on a survey of 11 popular idle games, we extend existing literature by identifying the common core gameplay loop (active participation, inactive progress, and return reward) as well as the design patters used to support the loop. Furthermore, we propose an initial approach to extending idle game patterns to social exergames, focusing on improving player adherence.
Jennifer Villareale, Robert C. Gray, Anushay Furqan, Thomas B. Fox, Jichen Zhu
FDG2