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Wang, T., Honari-Jahromi, M., Katsarou, S., Mikheeva, O., Panagiotakopoulos, T., Smirnov, O., . . . Asadi, S. (2024). Understanding Players as if They Are Talking to the Game in a Customized Language: A Pilot Study. In: 1st Workshop on Customizable NLP: Progress and Challenges in Customizing NLP for a Domain, Application, Group, or Individual, CustomNLP4U 2024 - Proceedings of the Workshop: . Paper presented at 1st Workshop on Customizable NLP: Progress and Challenges in Customizing NLP for a Domain, Application, Group, or Individual, CustomNLP4U 2024, Miami, United States of America, Nov 16 2024 (pp. 47-52). Association for Computational Linguistics (ACL)
Open this publication in new window or tab >>Understanding Players as if They Are Talking to the Game in a Customized Language: A Pilot Study
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2024 (English)In: 1st Workshop on Customizable NLP: Progress and Challenges in Customizing NLP for a Domain, Application, Group, or Individual, CustomNLP4U 2024 - Proceedings of the Workshop, Association for Computational Linguistics (ACL) , 2024, p. 47-52Conference paper, Published paper (Refereed)
Abstract [en]

This pilot study explores the application of language models (LMs) to model game event sequences, treating them as a customized language. We investigate a popular mobile game, transforming raw event data into textual sequences and pretraining a Longformer model on this data. Our approach captures the rich and nuanced interactions within game sessions, effectively identifying meaningful player segments. The results demonstrate the potential of self-supervised LMs in enhancing game design and personalization without relying on groundtruth labels.

Place, publisher, year, edition, pages
Association for Computational Linguistics (ACL), 2024
National Category
Information Systems, Social aspects Computer Sciences General Language Studies and Linguistics
Identifiers
urn:nbn:se:kth:diva-359869 (URN)2-s2.0-85216599542 (Scopus ID)
Conference
1st Workshop on Customizable NLP: Progress and Challenges in Customizing NLP for a Domain, Application, Group, or Individual, CustomNLP4U 2024, Miami, United States of America, Nov 16 2024
Note

Part of ISBN 9798891761803]

QC 20250213

Available from: 2025-02-12 Created: 2025-02-12 Last updated: 2025-02-13Bibliographically approved
Mikheeva, O., Kazlauskaite, I., Hartshorne, A., Kjellström, H., Ek, C. H. & Campbell, N. D. .. (2022). Aligned Multi-Task Gaussian Process. In: Proceedings of the 25th International Conference on Artificial Intelligence and Statistics, AISTATS 2022: . Paper presented at 25th International Conference on Artificial Intelligence and Statistics, AISTATS 2022, Virtual, Online, Spain, Mar 28 2022 - Mar 30 2022 (pp. 2970-2988). ML Research Press
Open this publication in new window or tab >>Aligned Multi-Task Gaussian Process
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2022 (English)In: Proceedings of the 25th International Conference on Artificial Intelligence and Statistics, AISTATS 2022, ML Research Press , 2022, p. 2970-2988Conference paper, Published paper (Refereed)
Abstract [en]

Multi-task learning requires accurate identification of the correlations between tasks. In real-world time-series, tasks are rarely perfectly temporally aligned; traditional multitask models do not account for this and subsequent errors in correlation estimation will result in poor predictive performance and uncertainty quantification. We introduce a method that automatically accounts for temporal misalignment in a unified generative model that improves predictive performance. Our method uses Gaussian processes (GPs) to model the correlations both within and between the tasks. Building on the previous work by Kazlauskaite et al. (2019), we include a separate monotonic warp of the input data to model temporal misalignment. In contrast to previous work, we formulate a lower bound that accounts for uncertainty in both the estimates of the warping process and the underlying functions. Also, our new take on a monotonic stochastic process, with efficient path-wise sampling for the warp functions, allows us to perform full Bayesian inference in the model rather than MAP estimates. Missing data experiments, on synthetic and real time-series, demonstrate the advantages of accounting for misalignments (vs standard unaligned method) as well as modelling the uncertainty in the warping process (vs baseline MAP alignment approach).

Place, publisher, year, edition, pages
ML Research Press, 2022
Series
Proceedings of Machine Learning Research, ISSN 26403498
National Category
Probability Theory and Statistics Control Engineering
Identifiers
urn:nbn:se:kth:diva-331672 (URN)000828072703003 ()2-s2.0-85163135661 (Scopus ID)
Conference
25th International Conference on Artificial Intelligence and Statistics, AISTATS 2022, Virtual, Online, Spain, Mar 28 2022 - Mar 30 2022
Note

QC 20230713

Available from: 2023-07-13 Created: 2023-07-13 Last updated: 2023-08-24Bibliographically approved
Jonell, P., Moell, B., Håkansson, K., Henter, G. E., Kucherenko, T., Mikheeva, O., . . . Beskow, J. (2021). Multimodal Capture of Patient Behaviour for Improved Detection of Early Dementia: Clinical Feasibility and Preliminary Results. Frontiers in Computer Science, 3, Article ID 642633.
Open this publication in new window or tab >>Multimodal Capture of Patient Behaviour for Improved Detection of Early Dementia: Clinical Feasibility and Preliminary Results
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2021 (English)In: Frontiers in Computer Science, E-ISSN 2624-9898, Vol. 3, article id 642633Article in journal (Refereed) Published
Abstract [en]

Non-invasive automatic screening for Alzheimer's disease has the potential to improve diagnostic accuracy while lowering healthcare costs. Previous research has shown that patterns in speech, language, gaze, and drawing can help detect early signs of cognitive decline. In this paper, we describe a highly multimodal system for unobtrusively capturing data during real clinical interviews conducted as part of cognitive assessments for Alzheimer's disease. The system uses nine different sensor devices (smartphones, a tablet, an eye tracker, a microphone array, and a wristband) to record interaction data during a specialist's first clinical interview with a patient, and is currently in use at Karolinska University Hospital in Stockholm, Sweden. Furthermore, complementary information in the form of brain imaging, psychological tests, speech therapist assessment, and clinical meta-data is also available for each patient. We detail our data-collection and analysis procedure and present preliminary findings that relate measures extracted from the multimodal recordings to clinical assessments and established biomarkers, based on data from 25 patients gathered thus far. Our findings demonstrate feasibility for our proposed methodology and indicate that the collected data can be used to improve clinical assessments of early dementia.

Place, publisher, year, edition, pages
Frontiers Media SA, 2021
Keywords
Alzheimer, mild cognitive impairment, multimodal prediction, speech, gaze, pupil dilation, thermal camera, pen motion
National Category
Natural Language Processing
Identifiers
urn:nbn:se:kth:diva-303883 (URN)10.3389/fcomp.2021.642633 (DOI)000705498300001 ()2-s2.0-85115692731 (Scopus ID)
Note

QC 20211022

Available from: 2021-10-22 Created: 2021-10-22 Last updated: 2025-12-17Bibliographically approved
Mikheeva, O., Ek, C. H. & Kjellström, H. (2018). Perceptual facial expression representation. In: Proceedings - 13th IEEE International Conference on Automatic Face and Gesture Recognition, FG 2018: . Paper presented at 13th IEEE International Conference on Automatic Face and Gesture Recognition, FG 2018, Grand Dynasty Culture HotelXi'an, China, 15 May 2018 through 19 May 2018 (pp. 179-186). Institute of Electrical and Electronics Engineers (IEEE)
Open this publication in new window or tab >>Perceptual facial expression representation
2018 (English)In: Proceedings - 13th IEEE International Conference on Automatic Face and Gesture Recognition, FG 2018, Institute of Electrical and Electronics Engineers (IEEE), 2018, p. 179-186Conference paper, Published paper (Refereed)
Abstract [en]

Dissimilarity measures are often used as a proxy or a handle to reason about data. This can be problematic, as the data representation is often a consequence of the capturing process or how the data is visualized, rather than a reflection of the semantics that we want to extract. Facial expressions are a subtle and essential part of human communication but they are challenging to extract from current representations. In this paper we present a method that is capable of learning semantic representations of faces in a data driven manner. Our approach uses sparse human supervision which our method grounds in the data. We provide experimental justification of our approach showing that our representation improves the performance for emotion classification.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2018
Keywords
Facial expressions, Representation learning, Variational auto encoder
National Category
Natural Language Processing
Identifiers
urn:nbn:se:kth:diva-238209 (URN)10.1109/FG.2018.00035 (DOI)000454996700025 ()2-s2.0-85049386490 (Scopus ID)9781538623350 (ISBN)
Conference
13th IEEE International Conference on Automatic Face and Gesture Recognition, FG 2018, Grand Dynasty Culture HotelXi'an, China, 15 May 2018 through 19 May 2018
Note

QC 20181122

Available from: 2018-11-22 Created: 2018-11-22 Last updated: 2025-02-07Bibliographically approved
Wang, T., Honari-Jahromi, M., Katsarou, S., Mikheeva, O., Panagiotakopoulos, T., Asadi, S. & Smirnov, O.player2vec: A Language Modeling Approach to Understand Player Behavior in Games.
Open this publication in new window or tab >>player2vec: A Language Modeling Approach to Understand Player Behavior in Games
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(English)Manuscript (preprint) (Other academic)
Abstract [en]

Methods for learning latent user representations from historical behavior logs have gained traction for recommendation tasks in e-commerce, content streaming, and other settings. However, this area still remains relatively underexplored in video and mobile gaming contexts. In this work, we present a novel method for overcoming this limitation by extending a long-range Transformer model from the natural language processing domain to player behavior data. We discuss specifics of behavior tracking in games and propose preprocessing and tokenization approaches by viewing in-game events in an analogous way to words in sentences, thus enabling learning player representations in a self-supervised manner in the absence of ground-truth annotations. We experimentally demonstrate the efficacy of the proposed approach in fitting the distribution of behavior events by evaluating intrinsic language modeling metrics. Furthermore, we qualitatively analyze the emerging structure of the learned embedding space and show its value for generating insights into behavior patterns to inform downstream applications.

National Category
Computer Sciences
Research subject
Computer Science
Identifiers
urn:nbn:se:kth:diva-353823 (URN)
Note

QC 20240925

Available from: 2024-09-24 Created: 2024-09-24 Last updated: 2024-09-25Bibliographically approved
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ORCID iD: ORCID iD iconorcid.org/0000-0001-6315-2106

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