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Ben George Weber

dblp:41/7147 · DBLP profile ↗
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7ranked-venue papers
4as first author
0since 2021 · last 2012
—ORCID · none

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

Artificial intelligence and machine learning · 5 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorDatabases, data management, data science and information retrieval · 1Human-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author

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.

Artificial intelligence
2 papers
Knowledge representation and reasoning · 52% Planning, search and constraint satisfaction · 21% Robot manipulation · 21%
Databases, data mining, and information retrieval
1 paper
Machine learning and data management · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Knowledge representation and reasoning
case-based reasoning
0.112012
Learning from Demonstration for Goal-Driven Autonomy · AAAI 2012
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › goal reasoning
goal-driven autonomy
0.112012
Learning from Demonstration for Goal-Driven Autonomy · AAAI 2012
Robotics › Robot manipulation
learning from demonstration
0.112012
Learning from Demonstration for Goal-Driven Autonomy · AAAI 2012
Knowledge, reasoning and agents › Knowledge representation and reasoning
expert systems
0.112010
Integrating Expert Knowledge and Experience · AAAI 2010
Knowledge, reasoning and agents › Knowledge representation and reasoning
knowledge acquisition
0.112010
Integrating Expert Knowledge and Experience · AAAI 2010
Knowledge, reasoning and agents › Multi-agent systems › multi-agent environments
real-time strategy games
0.012012
Learning from Demonstration for Goal-Driven Autonomy · AAAI 2012

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

knowledge elicitation · 0.2intent recognition · 0.1case-based reasoning · 0.1
YearPublicationVenuePosition
2012 Learning from Demonstration for Goal-Driven Autonomy
abstract
Goal-driven autonomy (GDA) is a conceptual model for creating an autonomous agent that monitors a set of expectations during plan execution, detects when discrepancies occur, builds explanations for the cause of failures, and formulates new goals to pursue when planning failures arise. While this framework enables the development of agents that can operate in complex and dynamic environments, implementing the logic for each of the subtasks in the model requires substantial domain engineering. We present a method using case-based reasoning and intent recognition in order to build GDA agents that learn from demonstrations. Our approach reduces the amount of domain engineering necessary to implement GDA agents and learns expectations, explanations, and goals from expert demonstrations. We have applied this approach to build an agent for the real-time strategy game StarCraft. Our results show that integrating the GDA conceptual model into the agent greatly improves its win rate.
Ben George Weber, Michael Mateas, Arnav Jhala
AAAI1
2011 Modeling Player Retention in Madden NFL 11
abstract
Video games are increasingly producing huge datasets available for analysis resulting from players engaging in interactive environments. These datasets enable investigation of individual player behavior at a massive scale, which can lead to reduced production costs and improved player retention. We present an approach for modeling player retention in Madden NFL 11, a commercial football game. Our approach encodes gameplay patterns of specific players as feature vectors and models player retention as a regression problem. By building an accurate model of player retention, we are able to identify which gameplay elements are most influential in maintaining active players. The outcome of our tool is recommendations which will be used to influence the design of future titles in the Madden NFL series.
Ben George Weber, Michael John, Michael Mateas, Arnav Jhala
IAAI1
2011 The 2010 Mario AI Championship: Level Generation Track
abstract
The Level Generation Competition, part of the IEEE Computational Intelligence Society (CIS)-sponsored 2010 Mario AI Championship, was to our knowledge the world's first procedural content generation competition. Competitors participated by submitting level generators - software that generates new levels for a version of Super Mario Bros tailored to individual players' playing style. This paper presents the rules of the competition, the software used, the scoring procedure, the submitted level generators, and the results of the competition. We also discuss what can be learned from this competition, both about organizing procedural content generation competitions and about automatically generating levels for platform games. The paper is coauthored by the organizers of the competition (the first three authors) and the competitors.
Noor Shaker, Julian Togelius, Georgios N. Yannakakis, Ben George Weber, Tomoyuki Shimizu, Tomonori Hashiyama, Nathan Sorenson, Philippe Pasquier, Peter A. Mawhorter, Glen Takahashi, Gillian Smith 0001, Robin Baumgarten
IEEE Trans. Comput. Intell. AI Games4
2010 Integrating Expert Knowledge and Experience
Ben George Weber
AAAI1
2010 Supporting the designer's and the user's perspectives in computer-aided architectural design
Kai-Florian Richter, Ben George Weber, Brett Bojduj, Sven Bertel
Adv. Eng. Informatics2
2009 Conceptual Neighborhoods for Retrieval in Case-Based Reasoning
Ben George Weber, Michael Mateas
ICCBR1
2008 Computer aided architectural design: Wayfinding complexity analysis
abstract
Design is a complex process often described as a collaboration between a designer and herself. In architectural design, a designer must consider the selection of a subset of actions from a set of possible actions while accounting for consequences on the overall design. Computer-based design tools enable humans to operate more efficiently in this process. We present CoSyCAD, a program that can be used to assist architects in the layout of a floor plan and to simultaneously analyze the cognitive complexity of routes through an indoor environment, thereby enabling direct feedback on a layout's usability. We provide a scenario that utilizes the program.
Brett Bojduj, Ben George Weber, Kai-Florian Richter, Sven Bertel
CSCWD2