Demo Data from EDBT 2026 / reviewers in the wild / expert
Sébastien Caisse
dblp:345/0246
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2024
0000-0002-1575-1865ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 2 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 |
Games and playful interaction · 50% Collaborative and social computing · 50% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Bioinformatics and computational biology · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing › collaborative learning
collaborative problem solving |
0.7 | 1 | 2023 | Playing the System: Can Puzzle Players Teach us How to Solve Hard Problems? · CHI 2023 |
Games and playful interaction › game genre
puzzle games |
0.7 | 1 | 2023 | Playing the System: Can Puzzle Players Teach us How to Solve Hard Problems? · CHI 2023 |
Bioinformatics and computational biology
multiple sequence alignment |
0.2 | 1 | 2023 | Playing the System: Can Puzzle Players Teach us How to Solve Hard Problems? · CHI 2023 |
Methods — techniques the papers use, named apart from their topics
behavioral cloning · 1.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Learning the Game: Decoding the Differences between Novice and Expert Players in a Citizen Science Game with Millions of PlayersabstractIn recent years, video games have surged in popularity, attracting millions of players across platforms. Citizen science games (CSGs) leverage the processing power of gamers to solve computational and scientific problems. Borderlands Science (BLS) is a mini-game within the mass market game Borderlands 3 that turns multiple sequence alignment (MSA) problems into puzzles. Parallel research demonstrated that BLS players outperformed classical approaches solving small sequence alignment tasks. This study aims to analyze the strategical differences in player solutions in BLS as they gain experience. Through the many collected player solutions from players of different experience level, we gained insights into players’ strategies, differences between expert and non-expert players, and how strategies evolve. We developed a Markov chain trained on solutions from players of different experience levels to understand their actions and outcomes. Results indicate that expert players utilize more gaps and achieve more matches, gradually improving and converging toward unique strategies. Our findings reveal distinct and evolving player strategies. For future citizen science projects, it will be important to consider the identification of player strategies and their evolution over time to improve the game design and data processing. Eddie Cai, Roman Sarrazin-Gendron, Renata Mutalova, Parham Ghasemloo Gheidari, Alexander Butyaev, Gabriel Richard, Sébastien Caisse, Rob Knight 0001, Mathieu Blanchette, Attila Szantner, Jérôme Waldispühl |
FDG | 7 |
| 2023 | Playing the System: Can Puzzle Players Teach us How to Solve Hard Problems?abstractWith nearly three billion players, video games are more popular than ever. Casual puzzle games are among the most played categories. These games capitalize on the players’ analytical and problem-solving skills. Can we leverage these abilities to teach ourselves how to solve complex combinatorial problems? In this study, we harness the collective wisdom of millions of players to tackle the classical NP-hard problem of multiple sequence alignment, relevant to many areas of biology and medicine. We show that Borderlands Science players propose solutions to multiple sequence alignment tasks that perform as well or better than standard approaches, while exploring a much larger area of the Pareto-optimal solution space. We also show the strategies of the players, although highly heterogeneous, follow a collective logic that can be mimicked with Behavioral Cloning with minimal performance loss, allowing the players’ collective wisdom to be leveraged for alignment of any sequences. Renata Mutalova, Roman Sarrazin-Gendron, Eddie Cai, Gabriel Richard, Parham Ghasemloo Gheidari, Sébastien Caisse, Rob Knight 0001, Mathieu Blanchette, Attila Szantner, Jérôme Waldispühl |
CHI | 6 |