Seth Cooper
Affiliations over time
- Northeastern UniversityUnited States2017–2026 · 32
- Universidad del NoresteMexico2017–2021 · 8
- University of WashingtonUnited States2010–2011 · 4
Frequent co-authors
- Anurag Sarkar8
- Josh Aaron Miller8
- Mahsa Bazzaz5
- Magy Seif El‐Nasr4
- Zoran Popović4
- Colan F. Biemer3
- Sara Wylie3
- Sofia Eleni Spatharioti3
- Akshar Vandara2
- Amy Sterling2
- Borna Fatehi2
- Britton Horn2
- David Baker2
- Erik Andersen2
- Firas Khatib2
- J. Barbero2
- Justin B. Siegel2
- Kutub Gandhi2
- Pratheep Kumar Paranthaman2
- Richard Snider2
Papers
- Constraint-Based Four-Dimensional Spacetime Blending of Learned Game Mechanics Along Orthogonal PlanesFDG 2026
- Dynamic Crossword Difficulty via Reactive Puzzle ConstructionFDG 2026
- Fill-in-the-Blank MicrogamesFDG 2026
- Spacetime Constraints for Continuous GameplayFDG 2026
- Analysis of Robustness of a Large Game CorpusFDG 2025
- Analysis of Uncertainty in Procedural Maps in Slay the SpireFDG 2025
- Computational Tools for Table-Top Role-Playing Games: A Scoping ReviewFDG 2025
- Level Generation with Constrained Expressive RangeFDG 2025
- Stuck in the Middle: Generating Levels without (or with) SoftlocksFDG 2025
- Asynchronous Collaboration with Quality-Diversity Search in Human Computation GamesFDG 2024
- Authoring Games with Tile Rewrite Rule Behavior TreesFDG 2024
- Literally Unplayable: On Constraint-Based Generation of Uncompletable LevelsFDG 2024
- Solution Path Heuristics for Predicting Difficulty and Enjoyment Ratings of Roguelike Level SegmentsFDG 2024
- Re-trainable Procedural Level Generation via Machine Learning (RT-PLGML) as Game MechanicFDG 2023
- Sturgeon-GRAPH: Constrained Graph Generation from ExamplesFDG 2023
- Sturgeon-MKIII: Simultaneous Level and Example Playthrough Generation via Constraint Satisfaction with Tile Rewrite RulesFDG 2023
- Wrapped in Story: The Affordances of Narrative for Citizen Science GamesFDG 2023
- "Philosophy is Seeped into Every Brick" - Weaving Reflective Elements into Mass-Market GamesFDG 2022
- The Effects of Adaptive Procedural Levels on Engagement and Performance in an Educational Programming GameFDG 2022
- A Comparison of Augmented Reality and Browser Versions of a Citizen Science GameFDG 2021
- Applying Rapid Crowdsourced Playtesting to a Human Computation GameFDG 2021
- Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational AutoencoderFDG 2021
- Gram-Elites: N-Gram Based Quality-Diversity SearchFDG 2021
- How do Players and Developers of Citizen Science Games Conceptualize Skill Chains?CHI PLAY 2021
- Sequential Segment-based Level Generation and Blending using Variational AutoencodersFDG 2020
- Tile-o-Scope AR: An Augmented Reality Tabletop Image Labeling Game ToolkitFDG 2020
- ARAPID: Towards Integrating Crowdsourced Playtesting into the Game Development EnvironmentCHI PLAY 2019
- Designing Videogames to Crowdsource Accelerometer Data Annotation for Activity Recognition ResearchCHI PLAY 2019
- Expertise and engagement: re-designing citizen science games with players' minds in mindFDG 2019
- Large-Scale Analysis of Visualization Options in a Citizen Science GameCHI PLAY 2019
- Using a Disjoint Skill Model for Game and Task Difficulty in Human Computation GamesCHI PLAY 2019
- Using Q-Learning for Sequencing Level Difficulties in a Citizen Science Matching GameCHI PLAY 2019
- Using rating arrays to estimate score distributions for player-versus-level matchmakingFDG 2019
- Comparing paid and volunteer recruitment in human computation gamesFDG 2018
- Meet your match rating: providing skill information and choice in player-versus-level matchmakingFDG 2018
- Repurposing citizen science games as software tools for professional scientistsFDG 2018
- Adapting Cognitive Task Analysis to Elicit the Skill Chain of a GameCHI PLAY 2017
- Engagement effects of player rating system-based matchmaking for level ordering in human computation gamesFDG 2017
- Analysis of social gameplay macros in the Foldit cookbookFDG 2011
- Feature-based projections for effective playtrace analysisFDG 2011
- On the harmfulness of secondary game objectivesFDG 2011
- The challenge of designing scientific discovery gamesFDG 2010