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Cassandra Ford

dblp:324/1282 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2022
—ORCID · none

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

Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 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
Games and playful interaction · 77% User interface design and tools · 23%
Artificial intelligence
1 paper
Knowledge representation and reasoning · 100%

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

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Knowledge representation and reasoning
statistical relational learning
0.612022
Game Balancing in Dominion: An Approach to Identifying Problematic Game Elements · AAAI 2022
Games and playful interaction › game design
game balancing
0.612022
Game Balancing in Dominion: An Approach to Identifying Problematic Game Elements · AAAI 2022
User interface design and tools
design tools
0.212022
Game Balancing in Dominion: An Approach to Identifying Problematic Game Elements · AAAI 2022

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

statistical analysis · 1.1credit assignment · 1.1
YearPublicationVenuePosition
2022 Game Balancing in Dominion: An Approach to Identifying Problematic Game Elements
abstract
In the popular card game Dominion, the configuration of game elements greatly affects the experience for players. If one were redesigning Dominion, therefore, it may be useful to identify game elements that reduce the number of viable strategies in any given game configuration - i.e. elements that are unbalanced. In this paper, we propose an approach that assigns credit to the outcome of an episode to individual elements. Our approach uses statistical analysis to learn the interactions and dependencies between game elements. This learned knowledge is used to recommend elements to game designers for further consideration. Designers may then choose to modify the recommended elements with the goal of increasing the number of viable strategies.
Cassandra Ford, Merrick Ohata
AAAI1