VLDB 2026 Research / reviewers in the wild / expert
Matthew Barthet
dblp:303/0711
· DBLP profile ↗
6ranked-venue papers
4as first author
6since 2021 · last 2025
0000-0002-7121-5290ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 3 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in GamesabstractThis paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks.The benchmark comes with 12 game-related problems with multiple variants on each problem.Problems vary from creating levels of different kinds to creating rule sets for simple arcade games.Each problem has its own content representation, control parameters, and evaluation metrics for quality, diversity, and controllability.This benchmark is intended as a first step towards a standardized way of comparing generative algorithms.We use the benchmark to score three baseline algorithms: a random generator, an evolution strategy, and a genetic algorithm.Results show that some problems are easier to solve than others, as well as the impact the chosen objective has on quality, diversity, and controllability of the generated artifacts. Ahmed Khalifa 0001, Roberto Gallotta, Matthew Barthet, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis |
FDG | 3 |
| 2024 | Closing the Affective Loop via Experience-Driven Reinforcement Learning DesignersabstractAutonomously tailoring content to a set of pre-determined affective patterns has long been considered the holy grail of affect-aware human-computer interaction at large. The experience-driven procedural content generation framework realises this vision by searching for content that elicits a certain experience pattern to a user. In this paper, we propose a novel reinforcement learning (RL) framework for generating affect-tailored content, and we test it in the domain of racing games. Specifically, the experience-driven RL (EDRL) framework is given a target arousal trace, and it then generates a racetrack that elicits the desired affective responses for a particular type of player. EDRL leverages a reward function that assesses the affective pattern of any generated racetrack from a corpus of arousal traces. Our findings suggest that EDRL can accurately generate affect-driven racing game levels according to a designer's style and outperforms search-based methods for personalised content generation. The method is not only directly applicable to game content generation tasks but also employable broadly to any domain that uses content for affective adaptation. Matthew Barthet, Diogo Branco, Roberto Gallotta, Ahmed Khalifa 0001, Georgios N. Yannakakis |
ACII | 1 |
| 2024 | Varying the Context to Advance Affect Modelling: A Study on Game Engagement PredictionabstractAffective computing faces a pressing challenge: the limited ability of affect models to generalise amidst varying contextual factors within the same task. While well recognised, this challenge persists due to the absence of suitable large-scale corpora with rich and diverse contextual information within a domain. To address this challenge, this paper introduces a GameVibe, a novel corpus explicitly tailored to confront the lack of contextual diversity. The affect corpus is sourced from 30 First Person Shooter (FPS) games, showcasing diverse game modes and designs within the same domain. The corpus comprises 2 hours of annotated gameplay videos with engagement levels annotated by a total of 20 participants in a time-continuous manner. Our preliminary analysis on this corpus sheds light on the complexity of generalising affect predictions across contextual variations in similar affective computing tasks. These initial findings serve as a catalyst for further research, inspiring deeper inquiries into this critical, yet understudied, aspect of affect modelling. Kosmas Pinitas, Nemanja Rasajski, Matthew Barthet, Maria Kaselimi, Konstantinos Makantasis, Antonios Liapis, Georgios N. Yannakakis |
ACII | 3 |
| 2023 | Open-Ended Evolution for Minecraft Building GenerationabstractThis article proposes a procedural content generator which evolvesMinecraftbuildings according to an open-ended and intrinsic definition of novelty. To realize this goal, we evaluate individuals’ novelty in the latent space using a 3-D autoencoder (AE), and alternate between phases of exploration and transformation. During exploration the system evolves multiple populations of CPPNs through CPPN-NEAT and constrained novelty search in the latent space (defined by the current AE). We apply a set of repair and constraint functions to ensure candidates adhere to basic structural rules during evolution. During transformation, we reshape the boundaries of the latent space to identify new interesting areas of the solution space by retraining the AE with novel content. In this study, we evaluate five different approaches for training the AE during transformation and its impact on populations’ quality and diversity during evolution. Our results show that by retraining the AE we can achieve better open-ended complexity compared to a static model, which is further improved when retraining using larger datasets of individuals with diverse complexities. Matthew Barthet, Antonios Liapis, Georgios N. Yannakakis |
IEEE Trans. Games | 1 |
| 2022 | Play with Emotion: Affect-Driven Reinforcement LearningabstractThis paper introduces a paradigm shift by viewing the task of affect modeling as a reinforcement learning (RL) process. According to the proposed paradigm, RL agents learn a policy (i.e. affective interaction) by attempting to maximize a set of rewards (i.e. behavioral and affective patterns) via their experience with their environment (i.e. context). Our hypothesis is that RL is an effective paradigm for interweaving affect elicitation and manifestation with behavioral and affective demonstrations. Importantly, our second hypothesis-building on Damasio's so-matic marker hypothesis-is that emotion can be the facilitator of decision-making. We test our hypotheses in a racing game by training Go-Blend agents to model human demonstrations of arousal and behavior; Go-Blend is a modified version of the Go-Explore algorithm which has recently showcased supreme performance in hard exploration tasks. We first vary the arousal-based reward function and observe agents that can effectively display a palette of affect and behavioral patterns according to the specified reward. Then we use arousal-based state selection mechanisms in order to bias the strategies that Go-Blend explores. Our findings suggest that Go-Blend not only is an efficient affect modeling paradigm but, more importantly, affect-driven RL improves exploration and yields higher performing agents, validating Damasio's hypothesis in the domain of games. Matthew Barthet, Ahmed Khalifa 0001, Antonios Liapis, Georgios N. Yannakakis |
ACII | 1 |
| 2022 | Generative Personas That Behave and Experience Like HumansabstractUsing artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large. One of the most promising methods for achieving that long-standing goal is the use of generative AI agents, namely procedural personas, that attempt to imitate particular playing behaviors which are represented as rules, rewards, or human demonstrations. All research efforts for building those generative agents, however, have focused solely on playing behavior which is arguably a narrow perspective of what a player actually does in a game. Motivated by this gap in the existing state of the art, in this paper we extend the notion of behavioral procedural personas to cater for player experience, thus examining generative agents that can both behave and experience their game as humans would. For that purpose, we employ the Go-Explore reinforcement learning paradigm for training human-like procedural personas, and we test our method on behavior and experience demonstrations of more than 100 players of a racing game. Our findings suggest that the generated agents exhibit distinctive play styles and experience responses of the human personas they were designed to imitate. Importantly, it also appears that experience, which is tied to playing behavior, can be a highly informative driver for better behavioral exploration. Matthew Barthet, Ahmed Khalifa 0001, Antonios Liapis, Georgios N. Yannakakis |
FDG | 1 |