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  1. Face in the Game: Using Facial Action Units to Track Expertise in Competitive Video Game Play.Gianluca Guglielmo, Paris Mavromoustakos Blom, Michał Klincewicz, Boris Čule & Pieter Spronck - 2022 - In Gianluca Guglielmo, Paris Mavromoustakos Blom, Michał Klincewicz, Boris Čule & Pieter Spronck (eds.), IEEE Transactions on Games (Conference on Games 2022, Beijing, China). Acm.
    In this study, we extracted facial action units (AUs) data during a Hearthstone tournament to investigate behavioural differences between expert, intermediate, and novice players. Our aim was to obtain insights into the nature of expertise and how it may be tracked using non-invasive methods such as AUs. These insights may shed light on the endogenous responses in the player and at the same time may provide information to the opponents during a competition. Our results show that player expertise may be (...)
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  • SpotLight on Dynamics of Individual Learning.Roussel Rahman & Wayne D. Gray - 2020 - Topics in Cognitive Science 12 (3):975-991.
    The ability to learn complex tasks is fundamental to being human. Rahman and Gray examine this process in the context of learning to play a simple video game, using a tool called SpotLight to examine the low‐level process of skill and strategy improvements during this process. This paper was awarded the Allen Newell Best Student‐Led Paper Award at ICCM 2019.
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  • An Integrated Model of Collaborative Skill Acquisition: Anticipation, Control Tuning, and Role Adoption.Cvetomir M. Dimov, John R. Anderson, Shawn A. Betts & Dan Bothell - 2023 - Cognitive Science 47 (7):e13303.
    We studied collaborative skill acquisition in a dynamic setting with the game Co-op Space Fortress. While gaining expertise, the majority of subjects became increasingly consistent in the role they adopted without being able to communicate. Moreover, they acted in anticipation of the future task state. We constructed a collaborative skill acquisition model in the cognitive architecture ACT-R that reproduced subject skill acquisition trajectory. It modeled role adoption through reinforcement learning and predictive processes through motion extrapolation and learned relevant control parameters (...)
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  • Master Maker: Understanding Gaming Skill Through Practice and Habit From Gameplay Behavior.Jeff Huang, Eddie Yan, Gifford Cheung, Nachiappan Nagappan & Thomas Zimmermann - 2017 - Topics in Cognitive Science 9 (2):437-466.
    The study of expertise is difficult to do in a laboratory environment due to the challenge of finding people at different skill levels and the lack of time for participants to acquire mastery. In this paper, we report on two studies that analyze naturalistic gameplay data using cohort analysis to better understand how skill relates to practice and habit. Two cohorts are analyzed, each from two different games. Our work follows skill progression through 7 months of Halo matches for a (...)
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  • Game‐XP: Action Games as Experimental Paradigms for Cognitive Science.Wayne D. Gray - 2017 - Topics in Cognitive Science 9 (2):289-307.
    Why games? How could anyone consider action games an experimental paradigm for Cognitive Science? In 1973, as one of three strategies he proposed for advancing Cognitive Science, Allen Newell exhorted us to “accept a single complex task and do all of it.” More specifically, he told us that rather than taking an “experimental psychology as usual approach,” we should “focus on a series of experimental and theoretical studies around a single complex task” so as to demonstrate that our theories of (...)
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  • (1 other version)Interrogating Feature Learning Models to Discover Insights Into the Development of Human Expertise in a Real‐Time, Dynamic Decision‐Making Task.Catherine Sibert, Wayne D. Gray & John K. Lindstedt - 2017 - Topics in Cognitive Science 9 (2):374-394.
    Tetris provides a difficult, dynamic task environment within which some people are novices and others, after years of work and practice, become extreme experts. Here we study two core skills; namely, choosing the goal or objective function that will maximize performance and a feature-based analysis of the current game board to determine where to place the currently falling zoid so as to maximize the goal. In Study 1, we build cross-entropy reinforcement learning models to determine whether different goals result in (...)
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  • Tools for Transport: Driven to Learn With Connected Vehicles.Nichole Morris, Curtis Craig & Jessica Hafetz Mirman - 2021 - Topics in Cognitive Science 13 (4):708-727.
    The automobile is a tool like no other. There is much excitement and enthusiasm for new and emerging transportation tools such as vehicle automation and driver assistance systems. Although there are high hopes for these technologies, there are many unknowns including the extent to which these new transportation tools can realistically and reliably improve driver safety and affect the subjective driving experience. This paper explores these questions in the context of evaluating collision warning systems on the behavior and perceptions of (...)
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  • Constructing Expertise: Surmounting Performance Plateaus by Tasks, by Tools, and by Techniques.Wayne D. Gray & Sounak Banerjee - 2021 - Topics in Cognitive Science 13 (4):610-665.
    Acquiring expertise in a task is often thought of as an automatic process that follows inevitably with practice according to the log‐log law (aka: power law) of learning. However, as Ericsson, Chase, and Faloon (1980) showed, this is not true for digit‐span experts and, as we show, it is certainly not true for Tetris players at any level of expertise. Although some people may simply “twitch” faster than others, the limit to Tetris expertise is not raw keypress time but the (...)
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  • What Has the Study of Digital Games Contributed to the Science of Expert Behavior?Neil Charness - 2017 - Topics in Cognitive Science 9 (2):510-521.
    I review the historical context for modeling skilled performance in games. Using Newell's concept of time bands for explaining cognitive behavior, I categorize the current papers in terms of time scales, type of data, and analysis methodologies. I discuss strengths and weaknesses of these approaches for describing skill acquisition and why the study of digital games can address the challenges of replication and generalizability. Cognitive science needs to pay closer attention to population representativeness to enhance generalizability of findings, and to (...)
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