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João Gabriel Gama Vila Nova

dblp:248/0626 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2022
0000-0002-6920-2650ORCID · reported

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

Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

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.

Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 77% Games and playful interaction · 23%
Artificial intelligence
1 paper
Planning, search and constraint satisfaction · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search
0.612022
Learning Curricula for Humans: An Empirical Study with Puzzles from The Witness · IJCAI 2022
Learning and educational technologies
curriculum learning
0.612022
Learning Curricula for Humans: An Empirical Study with Puzzles from The Witness · IJCAI 2022
Games and playful interaction › game genre
puzzle games
0.212022
Learning Curricula for Humans: An Empirical Study with Puzzles from The Witness · IJCAI 2022

Methods — techniques the papers use, named apart from their topics

user study · 1.1neural-guided tree search · 1.1bootstrap learning · 1.1
YearPublicationVenuePosition
2022 Learning Curricula for Humans: An Empirical Study with Puzzles from The Witness
abstract
The combination of tree search and neural networks has achieved super-human performance in challenging domains. We are interested in transferring to humans the knowledge these learning systems generate. We hypothesize the process in which neural-guided tree search algorithms learn how to solve a set of problems can be used to generate curricula for helping human learners. In this paper we show how the Bootstrap learning system can be modified to learn curricula for humans in a puzzle domain. We evaluate our system in two curriculum learning settings. First, given a small set of problem instances, our system orders the instances to ease the learning process of human learners. Second, given a large set of problem instances, our system returns a small ordered subset of the initial set that can be presented to human learners. We evaluate our curricula with a user study where participants learn how to solve a class of puzzles from the game `The Witness.' The user-study results suggest one of the curricula our system generates compares favorably with simple baselines and is competitive with the curriculum from the original `The Witness' game in terms of user retention and effort.
Levi Lelis, João Gabriel Gama Vila Nova, Eugene Chen, Nathan R. Sturtevant, Carrie Demmans Epp, Michael H. Bowling
IJCAI2