Making customer-centered design work for teams
Communications of the ACM
KidSim: programming agents without a programming language
Communications of the ACM
Agentsheets: a tool for building domain-oriented dynamic, visual environments
Agentsheets: a tool for building domain-oriented dynamic, visual environments
Assessing agreement on classification tasks: the kappa statistic
Computational Linguistics
Graphical representation of programs in a demonstrational visual shell—an empirical evaluation
ACM Transactions on Computer-Human Interaction (TOCHI)
Alice: a 3-D tool for introductory programming concepts
CCSC '00 Proceedings of the fifth annual CCSC northeastern conference on The journal of computing in small colleges
Bending the rules: steps toward semantically enriched graphical rewrite rules
VL '95 Proceedings of the 11th International IEEE Symposium on Visual Languages
Natural programming languages and environments
Communications of the ACM - End-user development: tools that empower users to create their own software solutions
Supporting end-user debugging: what do users want to know?
Proceedings of the working conference on Advanced visual interfaces
Script Cards: A Visual Programming Language for Games Authoring by Young People
VLHCC '06 Proceedings of the Visual Languages and Human-Centric Computing
Integrating rich user feedback into intelligent user interfaces
Proceedings of the 13th international conference on Intelligent user interfaces
Real-time strategy gaines: a new AI research challenge
IJCAI'03 Proceedings of the 18th international joint conference on Artificial intelligence
Learning to win: case-based plan selection in a real-time strategy game
ICCBR'05 Proceedings of the 6th international conference on Case-Based Reasoning Research and Development
Limited-Damage A*: A path search algorithm that considers damage as a feasibility criterion
Knowledge-Based Systems
Trajectory analysis for user verification and recognition
Knowledge-Based Systems
An analytical model for generalized ESP games
Knowledge-Based Systems
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Real-time strategy games share many aspects with real situations in domains such as battle planning, air traffic control, and emergency response team management which makes them appealing test-beds for Artificial Intelligence (AI) and machine learning. End-user annotations could help to provide supplemental information for learning algorithms, especially when training data is sparse. This paper presents a formative study to uncover how experienced users explain game play in real-time strategy games. We report the results of our analysis of explanations and discuss their characteristics that could support the design of systems for use by experienced real-time strategy game users in specifying or annotating strategy-oriented behavior.