EDBT 2026 Demo / reviewers in the wild / expert
Cassandra Ford
dblp:324/1282
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Knowledge representation and reasoning
statistical relational learning |
0.6 | 1 | 2022 | Game Balancing in Dominion: An Approach to Identifying Problematic Game Elements · AAAI 2022 |
Games and playful interaction › game design
game balancing |
0.6 | 1 | 2022 | Game Balancing in Dominion: An Approach to Identifying Problematic Game Elements · AAAI 2022 |
User interface design and tools
design tools |
0.2 | 1 | 2022 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Game Balancing in Dominion: An Approach to Identifying Problematic Game ElementsabstractIn 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 |
AAAI | 1 |