Demo Data from SIGIR 2026 / reviewers in the wild / expert
Han Wang 0024
dblp:67/1771-24
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2024
0000-0003-1561-7532ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 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.
| Software engineering, system software, and programming languages
1 paper |
Program synthesis and code generation · 77% Empirical software engineering · 23% | |
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction › game AI
procedural content generation |
0.2 | 1 | 2024 | What's the Game, then? Opportunities and Challenges for Runtime Behavior Generation · UIST 2024 |
Empirical software engineering › developer studies
developer workflow |
0.2 | 1 | 2024 | What's the Game, then? Opportunities and Challenges for Runtime Behavior Generation · UIST 2024 |
Methods — techniques the papers use, named apart from their topics
large language model · 1.5interview study · 1.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | What's the Game, then? Opportunities and Challenges for Runtime Behavior GenerationabstractProcedural content generation (PCG), the process of algorithmically creating game components instead of manually, has been a common tool of game development for decades. Recent advances in large language models (LLMs) enable the generation of game behaviors based on player input at runtime. Such code generation brings with it the possibility of entirely new gameplay interactions that may be difficult to integrate with typical game development workflows. We explore these implications through GROMIT, a novel LLM-based runtime behavior generation system for Unity. When triggered by a player action, GROMIT generates a relevant behavior which is compiled without developer intervention and incorporated into the game. We create three demonstration scenarios with GROMIT to investigate how such a technology might be used in game development. In a system evaluation we find that our implementation is able to produce behaviors that result in significant downstream impacts to gameplay. We then conduct an interview study with n=13 game developers using GROMIT as a probe to elicit their current opinion on runtime behavior generation tools, and enumerate the specific themes curtailing the wider use of such tools. We find that the main themes of concern are quality considerations, community expectations, and fit with developer workflows, and that several of the subthemes are unique to runtime behavior generation specifically. We outline a future work agenda to address these concerns, including the need for additional guardrail systems for behavior generation. Nicholas Jennings, Han Wang 0024, Isabel Li, James Smith 0003, Björn Hartmann |
UIST | 2 |
| 2023 | Cooperative Driving for Speed Harmonization in Mixed-Traffic EnvironmentsabstractAutonomous driving systems present promising methods for congestion mitigation in mixed autonomy traffic control settings. In particular, when coupled with even modest traffic state estimates, such systems can plan and coordinate the behaviors of automated vehicles (AVs) in response to observed downstream events, thereby inhibiting the continued propagation of congestion. In this paper, we present a two-layer control strategy in which the upper layer proposes the desired speeds that predictively react to the downstream state of traffic, and the lower layer maintains safe and reasonable headways with leading vehicles. This method is demonstrated to achieve an average of over 15% energy savings within simulations of congested events observed in Interstate 24 with only 4% AV penetration, while restricting negative externalities imposed on traveling times and mobility. The proposed strategy that served as part of the "speed planner" was deployed on 100 AVs in a massive traffic experiment conducted on Nashville’s I-24 in November 2022. Zhe Fu 0003, Abdul Rahman Kreidieh, Han Wang 0024, Jonathan W. Lee, Maria Laura Delle Monache, Alexandre M. Bayen |
IV | 3 |