Demo Data from EDBT 2026 / reviewers in the wild / expert
Yun-En Liu
dblp:84/8771
· DBLP profile ↗
21ranked-venue papers
5as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 13 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 9 · 1 first-authorArtificial intelligence and machine learning · 5Applied, interdisciplinary, general and emerging computing · 3 · 2 first-authorDatabases, data management, data science and information retrieval · 1
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
4 papers |
Reinforcement learning · 87% Probabilistic and Bayesian machine learning · 13% | |
| Human-computer interaction and pervasive computing
6 papers |
Games and playful interaction · 66% Learning and educational technologies · 34% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computing education · 100% | |
| Theoretical computer science
2 papers |
Mathematical optimization · 100% |
Topics — the 13 heaviest of 17, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
off-policy evaluation |
0.5 | 2 | 2016 | Offline Evaluation of Online Reinforcement Learning Algorithms · AAAI 2016 The Queue Method: Handling Delay, Heuristics, Prior Data, and Evaluation in Bandits · AAAI 2015 |
Learning and educational technologies
educational games |
0.4 | 2 | 2015 | Large-Scale Educational Campaigns · ACM Trans. Comput. Hum. Interact. 2015 Towards automatic experimentation of educational knowledge · CHI 2014 |
Games and playful interaction
game design |
0.4 | 2 | 2016 | Designing Engaging Games Using Bayesian Optimization · CHI 2016 Placing a value on aesthetics in online casual games · CHI 2011 |
Machine learning › Reinforcement learning
action space design |
0.3 | 1 | 2017 | Where to Add Actions in Human-in-the-Loop Reinforcement Learning · AAAI 2017 |
Machine learning › Reinforcement learning
human-in-the-loop reinforcement learning |
0.3 | 1 | 2017 | Where to Add Actions in Human-in-the-Loop Reinforcement Learning · AAAI 2017 |
Machine learning › Probabilistic and Bayesian machine learning › clustering
bayesian clustering |
0.2 | 1 | 2016 | Efficient Bayesian Clustering for Reinforcement Learning · IJCAI 2016 |
Games and playful interaction › player experience
player engagement |
0.2 | 1 | 2016 | Designing Engaging Games Using Bayesian Optimization · CHI 2016 |
Machine learning › Reinforcement learning
delayed feedback |
0.2 | 1 | 2015 | The Queue Method: Handling Delay, Heuristics, Prior Data, and Evaluation in Bandits · AAAI 2015 |
Machine learning › Reinforcement learning
multi-armed bandit |
0.2 | 1 | 2015 | The Queue Method: Handling Delay, Heuristics, Prior Data, and Evaluation in Bandits · AAAI 2015 |
Computing education
educational technology |
0.2 | 1 | 2014 | Towards automatic experimentation of educational knowledge · CHI 2014 |
Games and playful interaction › game design
game learnability |
0.1 | 1 | 2012 | The impact of tutorials on games of varying complexity · CHI 2012 |
Mathematical optimization
bayesian optimization |
0.1 | 1 | 2016 | Designing Engaging Games Using Bayesian Optimization · CHI 2016 |
Mathematical optimization
experimental design |
0.1 | 1 | 2014 | Towards automatic experimentation of educational knowledge · CHI 2014 |
Methods — techniques the papers use, named apart from their topics
importance sampling · 0.8hypothesis generation · 0.6automatic experimentation · 0.6gaussian process surrogate models · 0.5bayesian optimization · 0.5constraint modeling · 0.3expected local improvement · 0.3queueing technique · 0.2incentive schemes · 0.2case study · 0.2player retention analysis · 0.1multivariate study · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Where to Add Actions in Human-in-the-Loop Reinforcement LearningabstractIn order for reinforcement learning systems to learn quickly in vast action spaces such as the space of all possible pieces of text or the space of all images, leveraging human intuition and creativity is key. However, a human-designed action space is likely to be initially imperfect and limited; furthermore, humans may improve at creating useful actions with practice or new information. Therefore, we propose a framework in which a human adds actions to a reinforcement learning system over time to boost performance. In this setting, however, it is key that we use human effort as efficiently as possible, and one significant danger is that humans waste effort adding actions at places (states) that aren't very important. Therefore, we propose Expected Local Improvement (ELI), an automated method which selects states at which to query humans for a new action. We evaluate ELI on a variety of simulated domains adapted from the literature, including domains with over a million actions and domains where the simulated experts change over time. We find ELI demonstrates excellent empirical performance, even in settings where the synthetic "experts" are quite poor. Travis Mandel, Yun-En Liu, Emma Brunskill, Zoran Popovic |
AAAI | 2 |
| 2017 | Trading off Rewards and Errors in Multi-Armed BanditsabstractIn multi-armed bandits, the most common objective is the maximization of the cumulative reward. Alternative settings include active exploration, where a learner tries to gain accurate estimates of the rewards of all arms. While these objectives are contrasting, in many scenarios it is desirable to trade off rewards and errors. For instance, in educational games the designer wants to gather generalizable knowledge about the behavior of the students and teaching strategies (small estimation errors) but, at the same time, the system needs to avoid giving a bad experience to the players, who may leave the system permanently (large reward). In this paper, we formalize this tradeoff and introduce the ForcingBalance algorithm whose performance is provably close to the best possible tradeoff strategy. Finally, we demonstrate on real-world educational data that ForcingBalance returns useful information about the arms without compromising the overall reward. Akram Erraqabi, Alessandro Lazaric, Michal Valko, Emma Brunskill, Yun-En Liu |
AISTATS | 5 |
| 2016 | Offline Evaluation of Online Reinforcement Learning AlgorithmsabstractIn many real-world reinforcement learning problems, we have access to an existing dataset and would like to use it to evaluate various learning approaches. Typically, one would prefer not to deploy a fixed policy, but rather an algorithm that learns to improve its behavior as it gains more experience. Therefore, we seek to evaluate how a proposed algorithm learns in our environment, meaning we need to evaluate how an algorithm would have gathered experience if it were run online. In this work, we develop three new evaluation approaches which guarantee that, given some history, algorithms are fed samples from the distribution that they would have encountered if they were run online. Additionally, we are the first to propose an approach that is provably unbiased given finite data, eliminating bias due to the length of the evaluation. Finally, we compare the sample-efficiency of these approaches on multiple datasets, including one from a real-world deployment of an educational game. Travis Mandel, Yun-En Liu, Emma Brunskill, Zoran Popovic |
AAAI | 2 |
| 2016 | Designing Engaging Games Using Bayesian OptimizationabstractWe use Bayesian optimization methods to design games that maximize user engagement. Participants are paid to try a game for several minutes, at which point they can quit or continue to play voluntarily with no further compensation. Engagement is measured by player persistence, projections of how long others will play, and a post-game survey. Using Gaussian process surrogate-based optimization, we conduct efficient experiments to identify game design characteristics---specifically those influencing difficulty---that lead to maximal engagement. We study two games requiring trajectory planning, the difficulty of each is determined by a three-dimensional continuous design space. Two of the design dimensions manipulate the game in user-transparent manner (e.g., the spacing of obstacles), the third in a subtle and possibly covert manner (incremental trajectory corrections). Converging results indicate that overt difficulty manipulations are effective in modulating engagement only when combined with the covert manipulation, suggesting the critical role of a user's self-perception of competence. Mohammad Khajah, Brett Roads, Robert V. Lindsey, Yun-En Liu, Michael C. Mozer |
CHI | 4 |
| 2016 | Crowdsourcing Accurate and Creative Word Problems and HintsabstractThe current state-of-the-art method for generating educational content, such as math word problems and hints, is manual authoring by domain experts. Unfortunately, this is costly, time consuming, and produces content that lacks diversity. Attempts to automatically address the time and diversity issues through natural language generation still do not produce content that is sufficiently creative and varied. Crowdsourcing is a viable alternative - there has been a great deal of research on leveraging human creativity to solve complex problems, such as user interface design. However, these systems typically decompose complex tasks into subtasks. Writing a single word problem or hint is a small enough problem that it is unclear how to further break it down, but also far more complex than typical microtasks like image labeling. Therefore, it is not obvious how to apply these worker improvement methods or which ones are most effective (if at all). We build upon successful task design factors in prior work and run a series of iterative studies, incrementally adding different worker-support elements. Our results show that successive task designs improved accuracy and creativity. Yvonne Chen, Travis Mandel, Yun-En Liu, Zoran Popovic |
HCOMP | 3 |
| 2016 | Efficient Bayesian Clustering for Reinforcement Learning
Travis Mandel, Yun-En Liu, Emma Brunskill, Zoran Popovic |
IJCAI | 2 |
| 2015 | The Queue Method: Handling Delay, Heuristics, Prior Data, and Evaluation in BanditsabstractCurrent algorithms for the standard multi-armed bandit problem have good empirical performance and optimal regret bounds. However, real-world problems often differ from the standard formulation in several ways. First, feedback may be delayed instead of arriving immediately. Second, the real world often contains structure which suggests heuristics, which we wish to incorporate while retaining the best-known theoretical guarantees. Third, we may wish to make use of an arbitrary prior dataset without negatively impacting performance. Fourth, we may wish to efficiently evaluate algorithms using a previously collected dataset. Surprisingly, these seemingly-disparate problems can be addressed using algorithms inspired by a recently-developed queueing technique. We present the Stochastic Delayed Bandits (SDB) algorithm as a solution to these four problems, which takes black-box bandit algorithms (including heuristic approaches) as input while achieving good theoretical guarantees. We present empirical results from both synthetic simulations and real-world data drawn from an educational game. Our results show that SDB outperforms state-of-the-art approaches to handling delay, heuristics, prior data, and evaluation. Travis Mandel, Yun-En Liu, Emma Brunskill, Zoran Popovic |
AAAI | 2 |
| 2015 | Large-Scale Educational CampaignsabstractEducational technology requires a delivery mechanism to scale. One method that has not yet seen widespread use is the educational campaign: large-scale, short-term events focused on a specific educational topic, such as the Hour of Code campaign. These are designed to generate media coverage and lend themselves nicely to collaborative or competitive goals, thus potentially leveraging social effects and community excitement to increase engagement and reach students who otherwise would not participate. In this article, we present a case study of three such campaigns that we ran to encourage students to play an algebra game—DragonBox Adaptive: the Washington, Norway, and Minnesota Algebra Challenges. We provide several design recommendations for future campaigns based on our experience, including the effects of different incentive schemes, the insertion of “tests” to fast-forward students to levels of appropriate difficulty, and the strengths and weaknesses of campaigns as a method of collecting experimental data. Yun-En Liu, Christy Ballweber, Eleanor O'Rourke, Eric Butler, Phonraphee Thummaphan, Zoran Popovic |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2014 | Towards automatic experimentation of educational knowledgeabstractWe present a general automatic experimentation and hypothesis generation framework that utilizes a large set of users to explore the effects of different parts of an intervention parameter space on any objective function. We also incorporate importance sampling, allowing us to run these automatic experiments even if we cannot give out the exact intervention distributions that we want. To show the utility of this framework, we present an implementation in the domain of fractions and numberlines, using an online educational game as the source of players. Our system is able to automatically explore the parameter space and generate hypotheses about what types of numberlines lead to maximal short-term transfer; testing on a separate dataset shows the most promising hypotheses are valid. We briefly discuss our results in the context of the wider educational literature, showing that one of our results is not explained by current research on multiple fraction representations, thus proving our ability to generate potentially interesting hypotheses to test. Yun-En Liu, Travis Mandel, Emma Brunskill, Zoran Popovic |
CHI | 1 |
| 2014 | Learning Individual Behavior in an Educational Game: A Data-Driven Approach
Seong Jae Lee, Yun-En Liu, Zoran Popovic |
EDM | 2 |
| 2014 | Trading Off Scientific Knowledge and User Learning with Multi-Armed Bandits
Yun-En Liu, Travis Mandel, Emma Brunskill, Zoran Popovic |
EDM | 1 |
| 2013 | Predicting Player Moves in an Educational Game: A Hybrid Approach
Yun-En Liu, Travis Mandel, Eric Butler, Erik Andersen 0001, Eleanor O'Rourke, Emma Brunskill, Zoran Popovic |
EDM | 1 |
| 2013 | The effects of age on player behavior in educational games
Eleanor O'Rourke, Eric Butler, Yun-En Liu, Christy Ballweber, Zoran Popovic |
FDG | 3 |
| 2013 | A mixed-initiative tool for designing level progressions in gamesabstractCreating game content requires balancing design considerations at multiple scales: each level requires effort and iteration to produce, and broad-scale constraints such as the order in which game concepts are introduced must be respected. Game designers currently create informal plans for how the game's levels will fit together, but they rarely keep these plans up-to-date when levels change during iteration and testing. This leads to violations of constraints and makes changing the high-level plans expensive. To address these problems, we explore the creation of mixed-initiative game progression authoring tools which explicitly model broad-scale design considerations. These tools let the designer specify constraints on progressions, and keep the plan synchronized when levels are edited. This enables the designer to move between broad and narrow-scale editing and allows for automatic detection of problems caused by edits to levels. We further leverage advances in procedural content generation to help the designer rapidly explore and test game progressions. We present a prototype implementation of such a tool for our actively-developed educational game, Refraction. We also describe how this system could be extended for use in other games and domains, specifically for the domains of math problem sets and interactive programming tutorials. Eric Butler, Adam M. Smith 0001, Yun-En Liu, Zoran Popovic |
UIST | 3 |
| 2012 | The impact of tutorials on games of varying complexityabstractOne of the key challenges of video game design is teaching new players how to play. Although game developers frequently use tutorials to teach game mechanics, little is known about how tutorials affect game learnability and player engagement. Seeking to estimate this value, we implemented eight tutorial designs in three video games of varying complexity and evaluated their effects on player engagement and retention. The results of our multivariate study of over 45,000 players show that the usefulness of tutorials depends greatly on game complexity. Although tutorials increased play time by as much as 29% in the most complex game, they did not significantly improve player engagement in the two simpler games. Our results suggest that investment in tutorials may not be justified for games with mechanics that can be discovered through experimentation. Erik Andersen 0001, Eleanor O'Rourke, Yun-En Liu, Rich Snider, Jeff Lowdermilk, David Truong, Seth Cooper, Zoran Popovic |
CHI | 3 |
| 2012 | Picard: a creative and social online flashcard learning gameabstractMany subjects such as languages, history, biology, geography, law, and medicine require the memorization of large numbers of unstructured facts and vocabulary. While there are many techniques and tools for memorizing such information, sustaining motivation remains a major barrier towards progress in these subjects. In order to help fill this gap, we brainstormed, experimented, and paper-prototyped to create Picard, a Facebook game that intertwines creative and social elements to turn rote learning into a creative, engaging experience. Picard, inspired by Pictionary, encourages players to come up with creative stories and images to help remember a particular card. Players compete and cooperate with their friends on Facebook to create the most memorable and funny mnemonics, called Picards, gaining points when they help themselves or others remember flashcards. Players use these Picards to learn and prove knowledge of the material at spaced intervals, which research has shown to be maximally effective for learning. Our game is the novel combination of an established learning methodology with player creativity and social support for learning. Picard increases player investment in the process of learning by allowing players to create and share useful visual mnemonics, while at the same time motivating and structuring their study habits through spaced-repetition quizzes. Kathleen Tuite, Timothy Pavlik, Sandra B. Fan, Tyler Robison, Alexander Jaffe, Yun-En Liu, Erik Andersen 0001, Steven L. Tanimoto |
FDG | 6 |
| 2011 | Placing a value on aesthetics in online casual gamesabstractGame designers frequently invest in aesthetic improvements such as music, sound effects, and animations. However, their exact value for attracting and retaining players remains unclear. Seeking to estimate this value in two popular Flash games, we conducted a series of large-scale A/B tests in which we selectively removed aesthetic improvements and examined the effect of each component on play time, progress, and return rate. We found that music and sound effects had little or no effect on player retention in either game, while animations caused users to play more. We also found, counterintuitively, that optional rewards caused players to play less in both games. In one game, this gameplay modification affected play time three times as much as the largest aesthetic variation. Our methodology provides a way to determine where resources may be best spent during the game design and development process. Erik Andersen 0001, Yun-En Liu, Rich Snider, Roy Szeto, Zoran Popovic |
CHI | 2 |
| 2011 | On the harmfulness of secondary game objectivesabstractSecondary game objectives, optional challenges that players can choose to pursue or ignore, are a fundamental element of game design. Still, little is known about how secondary objectives affect player behavior. It is commonly believed that secondary objectives such as coins or collectible items can increase a game's flexibility, replayability, and depth. In contrast, we present results from analysis of two popular online Flash games showing that secondary objectives can easily harm the retention of many players. We support our findings with data collected from over 27,000 players through large-scale A/B tests in which we measured play time, progress, and return rate. We show that while secondary objectives can encourage long-term players to extend their playtime, they can also cause many players to play for less time. By modifying secondary objectives so that they reinforce the primary goal of the game instead of distracting from it, we are able to avoid negative consequences and still maintain the retention of long-term players. Our results suggest that secondary objectives that support the primary goal of the game are consistently useful, while secondary objectives that do not support the main goal require extensive testing to avoid negative consequences. Erik Andersen 0001, Yun-En Liu, Rich Snider, Roy Szeto, Seth Cooper, Zoran Popovic |
FDG | 2 |
| 2011 | Feature-based projections for effective playtrace analysisabstractVisual data mining is a powerful technique allowing game designers to analyze player behavior. Playtracer, a new method for visually analyzing play traces, is a generalized heatmap that applies to any game with discrete state spaces. Unfortunately, due to its low discriminative power, Playtracer's usefulness is significantly decreased for games of even medium complexity, and is unusable on games with continuous state spaces. Here we show how the use of state features can remove both of these weaknesses. These state features collapse larger state spaces without losing salient information, resulting in visualizations that are significantly easier to interpret. We evaluate our work by analyzing player data gathered from three complex games in order to understand player behavior in the presence of optional rewards, identify key moments when players figure out the solution to the puzzle, and analyze why players give up and quit. Based on our experiences with these games, we suggest general principles for designers to identify useful features of game states that lead to effective play analyses. Yun-En Liu, Erik Andersen 0001, Rich Snider, Seth Cooper, Zoran Popovic |
FDG | 1 |
| 2010 | Gameplay analysis through state projectionabstractAnalysis of gameplay data is crucial for evaluating design decisions and refining a game experience. However, identifying player strategies and finding areas of confusion is difficult because a designer may not know what queries to ask or what patterns to look for in the data. To make this task easier, we present Playtracer, a method for visually analyzing play traces that is independent of a specific game's structure. Playtracer applies multidimensional scaling to cluster players and game states, providing a detailed visual representation of the paths the players take through a game. We evaluate our method by analyzing an educational puzzle game and highlighting common hypotheses, pitfalls, confusing elements, and anomalies. Our results suggest that Playtracer can be an effective tool for game analysis and improvement. Erik Andersen 0001, Yun-En Liu, Ethan Apter, François Boucher-Genesse, Zoran Popovic |
FDG | 2 |
| 2010 | Analyzing a Process of Collaborative Game Design Involving Online ToolsabstractWe explore modeling problem solving and design using state-space-search methodology by engaging in the design of an educational game. We also explore how online communication tools (OCTs) could be used to support collaborative design using two online tools: 1) CoSolve, a collaborative problem-solving environment we developed, and 2) INFACT, a discussion forum that we built for use in education. We used these tools to design GoAtom, a chemistry game. Using our game design experience as an example, we present a method for modeling design processes using state-space-search, and reflect on our use of OCTs. Sandra B. Fan, Brian R. Johnson 0001, Yun-En Liu, Tyler Robison, Rolfe R. Schmidt, Steven L. Tanimoto |
VL/HCC | 3 |