Output list
Conference paper
Modeling Player Types with LLMs: A Framework for Belief- and Motivation-Driven NPC Behavior
Published 2026
Serious Games, 228 - 244
This paper explores the potential for large language models (LLMs), specifically ChatGPT-4o, to engage in role-playing games (RPGs) by making decisions based on predefined belief systems and motivations. Using a text-based dungeon crawler environment, the LLM was assigned structured character profiles incorporating alignments from Dungeons & Dragons and motivations—wealth accumulation, wanderlust, or safety—to guide decision-making. This approach supports player modeling by enabling the creation of non-player characters (NPCs) that reflect diverse player types, facilitating personalized, adaptive serious games. We also introduce a system for evaluating an LLM’s effectiveness in character generation, offering a structured framework for assessing its ability to maintain consistent, motivation-driven behavior. LLMs demonstrated improved decision-making accuracy ranging from 75% to 93% under the structured framework. The lowest performance appeared in chaotic and evil profiles—behavioral patterns often attenuated during pretraining—while the highest accuracy was found in lawful and neutral profiles oriented toward safety. These findings highlight the potential for LLMs to enhance game design through richer NPC interactions and more dynamic, player-adaptive experiences.
Conference paper
On Students’ Perception of Compiler Syntax Error Messages: A Human Factors Approach
Published 2025
HCI International 2024 – Late Breaking Papers, 3 - 16
International Conference on Human-Computer Interaction
Error messages play a crucial role in helping developers, especially novices. The main job of error messages is to help users find and fix errors. This paper explores students’ perceptions of using compiler syntax error messages to find and repair erroneous programs. We conducted an experiment in which participants had to find and fix errors, followed by reflection on their experiences with three tasks. In task one, participants evaluated the error messages using a proposed rubric for user experiences with compiler error messages. In task two, they described the error messages through open-ended questions, while in task three, they suggested alternative messages. Eighteen error messages from three compilers were ranked based on the rubric. The results indicate that users prefer error messages that are informative, human-centric, and provide accurate and precise information about the error and its resolution. Reported difficulties with error messages include lack of clarity and misdirection.
Conference poster
Procedural Generation of Video Game Creatures Using Evolution of Digital Genomes
Published 01/01/2017
This poster describes our approach to procedurally generating video game creatures through the evolution of digital genomes. The creature genomes are modeled in the Unity game engine using floating point variables to represent genes. The genetic values are then used to calculate game specific traits that can be tied to fitness functions during game design.
Conference poster
Darwin's Demons: an evolutionary video game
Published 01/01/2017
Darwin’s Demons is a video game that incorporates evolutionary biology. It features a population of enemies encoded by diploid digital genomes of quantitative trait loci. Each round of gameplay is modeled as a generation in which a new enemy population is produced using tournament selection with replacement. Each parent provides a chromosome produced with free recombination. Mutations are then drawn from a Gaussian distribution. Enemies gain fitness by shooting close to the player and spending time near the bottom of the screen. These conditions produce rapid rates of adaptation to player strategies. Ultimately, Darwin’s Demons allows players to observe (and sometimes exploit) evolution through the course of gameplay.
Conference paper
Learned Anticipation Strategy for Speed Control in an AUV Fleet
Published 2014
2013 OCEANS - San Diego, 09/23/2013–09/27/2013, San Diego, California
Conference paper
A Comparison of a Communication Strategies in Cooperative Learning
Published 2012
Proceedings of The Fourteenth International Conference On Genetic and Evolutionary Computation Conference, 07/07/2012–07/11/2012, Philadelphia, Pennsylvania
Conference paper
Ensemble Classifiers: Adaboost and Orthogonal Evolution of Teams
Published 2011
Genetic Programming Theory and Practice VIII, 05/20/2010–05/22/2010, Ann Arbor
Conference paper
Enabling Autonomous Underwater Vehicles to Reason Hypothetically
Published 2010
OCEANS 2009
Conference paper
Ordering Autonomous Underwater Vehicle Inspection Locations with a Genetic Algorithm
Published 2010
OCEANS 2010 MTS/IEEE SEATTLE, 09/20/2010–09/23/2010, Seattle, Washington
Conference paper
Enabling Autonomous Underwater Vehicles to Reason Hypothetically
Published 2010
OCEANS 2009