Publications

References

Le, J., Youngblood, G. M., Krivacic, R. T., & Zhu, J. (jan # 23, note = US Patent 11,880,930 2024). System and method for content creation via interactive layers.

Balyo, T., Suda, M., Chrpa, L., Šafránek, D., Dvořák, F., Barták, R., & Youngblood, G. M. (2024). Learning Planning Action Models from State Traces. arXiv Preprint arXiv:2402. 10726.

Balyo, T., Youngblood, G. M., Dvořák, F., & Barták, R. (2024). On Automating Video Game Testing by Planning and Learning. arXiv Preprint arXiv:2402. 12393.

Youngblood, Gregory M., Shreve, M., Stefik, M. J., Krivacic, R. T., Nelson, L. D., & Le, J. (jan # 10, note = US Patent 11,551,406 2023). System and method for translating a 3D image into a 2D image.

Youngblood, Gregory Michael, Krivacic, R. T., & Le, J. (jun # 1, note = US Patent App. 17/538,535 2023). Semantically driven document structure recognition.

Crawford, L., Stern, R. Z., Piotrowski, W., & Youngblood, G. M. (oct # 12, note = US Patent App. 17/658,382 2023). Method and system for autonomous production device modeling for job planning in a production environment.

Le, J., Youngblood, G. M., Krivacic, R. T., & Zhu, J. (aug # 9, note = US Patent 11,410,375 2022). System and method for content creation via interactive layers.

Pirolli, Peter, Youngblood, G. M., Du, H., Konrad, A., Nelson, L., & Springer, A. (2021). Scaffolding the mastery of healthy behaviors with fittle+ systems: evidence-based interventions and theory. Human--Computer Interaction, 36(2), 73–106.

Stefik, M., Youngblood, M., Pirolli, P., Lebiere, C., Thomson, R., Price, R., … Others. (2021). Explaining autonomous drones: An XAI journey. Applied AI Letters, 2(4), e54.

Stefik, M. J., Youngblood, G. M., Krivacic, R. T., Le, J., Nelson, L. D., & Price, R. R. (sep # 30, note = US Patent App. 17/213,004 2021). System and method for coordinated agent learning and explanation using hierarchical factors.

Youngblood, Michael, & Myers, K. (2020). Research Updates from the Deployed Applications of the 2018 Innovative Applications of Artificial Intelligence Conference (IAAI-18). AI Magazine, 41(1), 3–4.

Hale, D. H., & Youngblood, G. M. (2019). Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions. In Game AI Pro 360: Guide to Movement and Pathfinding (pp. 19–28). CRC Press.

Talbot, C., & Youngblood, G. M. (2019). Virtual environment positioning utilizing play-script spatiotemporal reasoning. IEEE Transactions on Games, 12(3), 225–235.

Youngblood, Gregory Michael. (aug # 13, note = US Patent 10,379,718 2019). System and method for providing ambient information to user through layered visual montage.

Ram, A., Youngblood, G. M., Pirolli, P. L., Nelson, L. D., Vig, J., Ahern, S. P., … Pavlopoulou, C. (feb # 20, note = US Patent 9,898,789 2018). Method and a system for providing hosted services based on a generalized model of a health/wellness program.

Zhu, J., Liapis, A., Risi, S., Bidarra, R., & Youngblood, G. M. (2018). Explainable AI for designers: A human-centered perspective on mixed-initiative co-creation. 2018 IEEE Conference on Computational Intelligence and Games (CIG), 1–8. IEEE.

McIlraith, S., Weinberger, K., Myers, K., Eaton, E., Wollowski, M., & Youngblood, G. M. (2018). A Recap of the AAAI/IAAI 2018 Conferences and the EAAI Symposium. AI Magazine, 39(4), 3–16.

Wollowski, M., Weinberger, S., Myers, K., Eaton, E., & Youngblood, G. M. (2018a). A Recap of the AAAI/IAAI 2018 Conferences and the EAAI Symposium.

Wollowski, M., Weinberger, S., Myers, K., Eaton, E., & Youngblood, G. M. (2018b). A Simulator for Teaching Robotics Programming Using the iRobot Create.

Kompalli, P. S., Vaya, S., & Youngblood, G. M. (mar # 14, note = US Patent 9,594,944 2017). Methods and systems for monitoring a worker performing a crowdsourced task.

Rubin, J., Youngblood, G. M., Ram, A., Pirolli, P. L., Vig, J., Ahern, S. P., & Nelson, L. D. (jun # 6, note = US Patent 9,672,482 2017). System and method for automatic objective reporting via wearable sensors.

Ram, A., Youngblood, G. M., Nelson, L. D., Venkatakrishnan, A., Pirolli, P. L., Silva, M. K., … Others. (oct # 19, note = US Patent App. 15/130,770 2017). System and method to create, monitor, and adapt individualized multidimensional health programs.

Du, H., Venkatakrishnan, A., Youngblood, G. M., Ram, A., & Pirolli, P. (2016). A group-based mobile application to increase adherence in exercise and nutrition programs: a factorial design feasibility study. JMIR mHealth and uHealth, 4(1), e4900.

Vaya, S., Bhattacharya, S., Chakrabarty, S., Youngblood, G. M., & Chawla, K. (apr # 21, note = US Patent App. 14/517,989 2016). Methods and systems for digitizing a document.

Burlinson, D., Mehedint, M., Grafer, C., Subramanian, K., Payton, J., Goolkasian, P., … Kosara, R. (2016). BRIDGES: A system to enable creation of engaging data structures assignments with real-world data and visualizations. Proceedings of the 47th ACM Technical Symposium on Computing Science Education, 18–23.

Liao, Q. V., Bellotti, V., & Youngblood, M. (2016). Improvising harmony: opportunities for technologies to support crowd orchestration. Proceedings of the 2016 ACM International Conference on Supporting Group Work, 159–169.

Ram, A., Nelson, L. D., Youngblood, G. M., & Pirolli, P. L. (sep # 29, note = US Patent App. 14/668,682 2016). System and method for providing individualized health and wellness coaching.

Pirolli, P., Mohan, S., Yang, R., Venkatakrishnan, A., Silva, M., Youngblood, M., … Nelson, L. (2016). User Modeling and Planning for Improving Self-efficacy and Goal Adherence in mHealth. Front. Public Health. Conference Abstract: 2nd Behaviour Change Conference: Digital Health and Wellbeing. Doi: 10.3389/Conf. FPUBH, 107.

Spruijt-Metz, D., Nilsen, W., Kumar, S., Pirolli, P., & Youngblood, M. (2015). MONITORING, MEASURING, MODELING AND CHANGING BEHAVIOR IN REAL TIME. ANNALS OF BEHAVIORAL MEDICINE, 49, S151–S151. SPRINGER 233 SPRING ST, NEW YORK, NY 10013 USA.

Hale, D. H., & Youngblood, G. M. (2014). Collision Detection with Navigation Meshes. Handbook of Digital Games, 130–145.

Talbot, C., & Youngblood, G. M. (2014). Scene blocking utilizing forces. The Twenty-Seventh International Flairs Conference.

Lukin, S. M., Youngblood, G. M., Du, H., & Walker, M. (2014). Building community and commitment with a virtual coach in mobile wellness programs. Intelligent Virtual Agents: 14th International Conference, IVA 2014, Boston, MA, USA, August 27-29, 2014. Proceedings 14, 279–284. Springer International Publishing.

Du, H., Youngblood, G. M., & Pirolli, P. (2014). Efficacy of a smartphone system to support groups in behavior change programs. In Proceedings of the Wireless Health 2014 on National Institutes of Health (pp. 1–8).

Kumar, A., Yadav, K., Dev, S., Vaya, S., & Youngblood, G. M. (2014). Wallah: Design and evaluation of a task-centric mobile-based crowdsourcing platform. Proceedings of the 11th International Conference on Mobile and Ubiquitous Systems: Computing, Networking and Services, 188–197.

Talbot, C., & Youngblood, G. M. (2013a). Application of force-directed graphs on character positioning. Spatial Computing 2013 Colocated with AAMAS, 53.

Talbot, C., & Youngblood, G. M. (2013b). Lack of spatial indicators in Hamlet. The Twenty-Sixth International FLAIRS Conference.

Talbot, C., & Youngblood, G. M. (2013d). Shakespearean spatial rules. AAMAS, 587–594.

Talbot, C., & Youngblood, G. M. (2013c). Positioning characters using forces. Cognitive Agents for Virtual Environments (CAVE 2013), Held at AAMAS.

Silva, M., McCroskey, S., Rubin, J., Youngblood, M., & Ram, A. (2013). Learning from demonstration to be a good team member in a role playing game. The Twenty-Sixth International FLAIRS Conference.

Hale, D. H., & Youngblood, G. M. (2012). Generating Texture Aware Spatial Decompositions. Twenty-Fifth International FLAIRS Conference.

Youngblood, Michael. (2012b). Invited Talks. Twenty-Fifth International FLAIRS Conference.

Youngblood, Michael. (2012a). Florida AI Research Society. Twenty-Fifth International FLAIRS Conference.

Talbot, C., & Youngblood, G. M. (2012). Spatial cues in hamlet. International Conference on Intelligent Virtual Agents, 252–259. Springer Berlin Heidelberg Berlin, Heidelberg.

Youngblood, G. Michael, Heckel, F. W. P., Hale, D. H., & Dixit, P. N. (2011). Embedding information into game worlds to improve interactive intelligence. In Artificial Intelligence for Computer Games (pp. 31–53). Springer New York New York, NY.

Youngblood, G. Michael, Bulitko, V., & Weber, B. (2011). Recap of the 2010 AI and Interactive Digital Entertainment Conference. AI Magazine, 32(2), 131–132.

Hale, D. H., & Youngblood, G. M. (2011). Using navigation meshes for collision detection. Proceedings of the 6th International Conference on Foundations of Digital Games, 316–318.

Barret, L., Vance, C., & Youngblood, G. M. (2011). Lessons in user interface design in the procedural city generation for games tool Ürban PAD. Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, 1–8.

Heckel, F. W. P., & Youngblood, G. M. (2011b). Failure Detection and Dynamic Extensions for Behavior-Based Subsumption. Twenty-Fourth International FLAIRS Conference.

Heckel, F. W. P., & Youngblood, G. M. (2011a). Contextual affordances for intelligent virtual characters. International Workshop on Intelligent Virtual Agents, 202–208. Springer Berlin Heidelberg Berlin, Heidelberg.

Heckel, F., & Youngblood, G. (2010). Multi-agent coordination using dynamic behavior-based subsumption. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 6, 132–137.

Hale, D. H., Youngblood, G. M., & Ketkar, N. (2010). Using intelligent agents to build navigation meshes. Twenty-Third International FLAIRS Conference.

Alexander, G., Youngblood, G. M., Heckel, F. W. P., Hale, D. H., & Ketkar, N. S. (2010). Rapid development of intelligent agents in first/third-person training simulations via behavior-based control. Proceedings of the 19th Behavior Representation in Modeling and Simulation Conference (BRIMS).

Heckel, F. W. P., Youngblood, G. M., & Ketkar, N. S. (2010b). Representational complexity of reactive agents. Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 257–264. IEEE.

Youngblood, G., Heckel, F., Hale, D., & Carroll, A. (2010). Rapid development of characters in FPS/3PS games using visually-specified behavior-based control. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 6, 225–226.

Hale, David, & Youngblood, G. (2010). Adversarial Navigation Mesh Alteration. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 6, 120–125.

Heckel, F. W. P., Youngblood, G. M., & Ketkar, N. S. (2010a). Reactive Teaming for Intelligent Game Characters. Twenty-Third International FLAIRS Conference.

Ketkar, N. S., & Youngblood, G. M. (2010a). A largest common subsequence-based distance measure for classifying player motion traces in virtual worlds. Twenty-Third International FLAIRS Conference.

Ketkar, N. S., & Youngblood, G. M. (2010b). Graph-Based Data Mining for Player Trace Analysis in MMORPGs. Game Programming Gems 8, 335.

Hale, D. H., & Youngblood, G. M. (2010). Automated navigation mesh generation using advanced growth-based techniques. Game Programming Gems, 8, 244–255.

Youngblood, G. Michael, & Bulitko, V. (2010). Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. AAAI Press.

Heckel, F. W. P., Youngblood, G. M., & Hale, D. H. (2009a). Influence points for tactical information in navigation meshes. Proceedings of the 4th International Conference on Foundations of Digital Games, 79–85.

Heckel, F., Youngblood, G. M., & Hale, D. H. (2009). Behaviorshop: An intuitive interface for interactive character design. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 4.

Hale, D. H., & Youngblood, G. M. (2009b). Full 3d spatial decomposition for the generation of navigation meshes. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 5, 142–147.

Hale, D. H., & Youngblood, G. M. (2009a). Dynamic updating of navigation meshes in response to changes in a game world. Twenty-Second International FLAIRS Conference.

Heckel, F. W. P., Youngblood, G. M., & Hale, D. H. (2009b). Making User-Defined Interactive Game Characters BEHAVE. Twenty-Second International FLAIRS Conference.

Youngblood, G. Michael, & Jantke, K. P. (2009). Special Track on Games and Entertainment. Twenty-Second International FLAIRS Conference.

Dixit, P. N., & Youngblood, G. M. (2009). Discovering 3D surface information values from gameplayers. IEEE Computer Graphics and Applications, 29(2), 30–38.

Latulipe, C., Youngblood, M., Bell, I., & Orlando, C. (2009). ToneZone: image exploration with spatial memory cues. Proceedings of the Seventh ACM Conference on Creativity and Cognition, 427–428.

Chaffin, A. B., Barnes, T., Youngblood, G. M., Payton, J., & Chaffin, A. B. (2009). Game2learn: Building a compiler into a game engine to increase learning gains in computer science students. University of North Carolina at Charlotte.

Darken, C. J., & Youngblood, G. M. (2009). Proceedings of the Fifth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. AAAI Press.

Hale, D., Youngblood, G., & Dixit, P. (2008). Automatically-generated convex region decomposition for real-time spatial agent navigation in virtual worlds. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 4, 173–178.

Cook, D. J., Youngblood, G. M., & Jain, G. (2008). Algorithms for smart spaces. The Engineering Handbook of Smart Technology for Aging, Dissablity and Independence, Wiley, 783–800.

Dixit, P. N., & Youngblood, G. M. (2008). Understanding information observation in interactive 3D environments. Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, 163–170.

Youngblood, G. Michael. (2008). Cultural Simulation Agent Creation for the Masses. AAAI Fall Symposium: Adaptive Agents in Cultural Contexts, 56.

Youngblood, G. Michael, & Dixit, P. N. (2008). Understanding Intelligence in Games using Player Traces and Interactive Player Graphs. Game Programming Gems 7, 265–280. Course Technology.

Demiris, G., & Hensel, B. K. (2008). Technologies for an aging society: a systematic review of “smart home” applications. Yearbook of Medical Informatics, 17(01), 33–40.

Youngblood, G. Michael, & Cook, D. J. (2007). Data mining for hierarchical model creation. IEEE Transactions on Systems, Man, and Cybernetics, Part C (Applications and Reviews), 37(4), 561–572.

Youngblood, M. (2007). Using XNA-GSE game segments to engage students in advanced computer science education. Proc. of the 2007 Conference on Game Development in Computer Science Eduation, 70–74.

Cook, D. J., Holder, L. B., & Youngblood, G. M. (2007). Graph-based analysis of human transfer learning using a game testbed. IEEE Transactions on Knowledge and Data Engineering, 19(11), 1465–1478.

Rashidi, P., Youngblood, G. M., Cook, D. J., & Das, S. K. (2007). Inhabitant guidance of smart environments. Human-Computer Interaction. Interaction Platforms and Techniques: 12th International Conference, HCI International 2007, Beijing, China, July 22-27, 2007, Proceedings, Part II 12, 910–919. Springer Berlin Heidelberg.

Youngblood, G. Michael. (2007). Engaging students in advanced computer science education using game segments. Journal of Game Development, 2(2), 33–46.

Dixit, P. N., & Youngblood, G. M. (2007). Optimal information placement in an interactive 3D environment. Proceedings of the 2007 ACM SIGGRAPH Symposium on Video Games, 141–147.

Youngblood, G., Nolen, B., Ross, M., & Holder, L. (2006). Building test beds for AI with the Q3 Mode Base. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2, 153–154.

Jakkula, V., Youngblood, G. M., & Cook, D. J. (2006). Identification of lifestyle behavior patterns with prediction of the happiness of an inhabitant in a smart home. AAAI Workshop on Computational Aesthetics: Artificial Intelligence Approaches to Beauty and Happiness, 23–29. AAAI Press Menlo Park.

Banerjee, B., Liu, Y., & Youngblood, G. M. (2006). ICML workshop on “Structural knowledge transfer for machine learning”. Pittsburgh, PA.

Cook, D. J., Youngblood, M., & Das, S. K. (2006). A multi-agent approach to controlling a smart environment. In Designing smart homes: The role of artificial intelligence (pp. 165–182). Springer Berlin Heidelberg Berlin, Heidelberg.

Driessens, K., Ramon, J., & Croonenborghs, T. (2006). Transfer learning for reinforcement learning through goal and policy parametrization. Proceedings of the ICML Workshop on Structural Knowledge Transfer for Machine Learning (Online Proceedings), 1–4.

Youngblood, G. Michael, Cook, D. J., & Holder, L. B. (2005b). Managing adaptive versatile environments. Pervasive and Mobile Computing, 1(4), 373–403.

Youngblood, G. Michael, Heierman, E. O., Holder, L. B., & Cook, D. J. (2005). Automation intelligence for the smart environment. International Joint Conference On Artificial Intelligence, 19, 1513. LAWRENCE ERLBAUM ASSOCIATES LTD.

Youngblood, Gregory Michael. (2005). Automating inhabitant interactions in home and workplace environments through data-driven generation of hierarchical partially-observable Markov decision processes. The University of Texas at Arlington.

Youngblood, G. Michael, Cook, D. J., & Holder, L. B. (2005a). A learning architecture for automating the intelligent environment. PROCEEDINGS OF THE NATIONAL CONFERENCE ON ARTIFICIAL INTELLIGENCE, 20, 1576. Menlo Park, CA; Cambridge, MA; London; AAAI Press; MIT Press; 1999.

Youngblood, G. Michael, Heierman, E. O., III, Cook, D. J., & Holder, L. B. (2005). Automated HPOMDP Construction through Data-mining Techniques in the Intelligent Environment Domain. FLAIRS, 194–200.

Youngblood, Michael, Cook, D. J., & Holder, L. B. (2005). Seamlessly engineering a smart environment. 2005 IEEE International Conference on Systems, Man and Cybernetics, 1, 548–553. IEEE.

Kondeti, B., Nallacharu, M., Youngblood, M., & Holder, L. (2005). Interfacing the D’Artagnan Cognitive Architecture to the Urban Terror First-Person Shooter Game. IJCAI-05 Workshop on Reasoning, Representation, and Learning in Computer Games, 55–60.

Youngblood, G. Michael. (2004b). Middleware. Smart Environments: Technologies, Protocols, and Applications, 101–127.

Youngblood, G. Michael, & Holder, L. B. (2004). Agent-based Players for a First-person Entertainment-based Real-time Artificial Environment. FLAIRS, 14–19.

Youngblood, G. Michael. (2004a). Grid Computing: Genomic Research Searching for Retropseudogenes. unpublished.

Heierman, E., Youngblood, M., & Cook, D. J. (2004). Mining temporal sequences to discover interesting patterns. KDD Workshop on Mining Temporal and Sequential Data, 104–111.

Cook, D. J., & Youngblood, M. (2004). Smart homes. Encyclopedia of Human-Computer Interaction, 623–627.

Youngblood, G. Michael, Heierman, E. O., Cook, D. J., & Holder, L. B. (2004). Automated hierarchical POMDP construction through data-mining techniques in the intelligent environment domain. AAAI.

Youngblood, G. M., Middleware, I. D. C., & Das, S. (2004). Smart Environments. Ch, 5, 101–127.

Youngblood, G. Michael, Cook, D. J., & Holder, L. B. (2004). The mavhome architecture. Department of Computer Science and Engineering University of Texas at Arlington, Techinal Report, 33, 16.

Youngblood, G. Michael, & Holder, L. B. (2003). Evaluating Human-Consistent Behavior in a Real-time First-person Entertainment-based Artificial Environment. FLAIRS, 32–38.

Reyes, A. A., Dogan, A., Espino, J. R., Youngblood, G. M., Musa, S. A., & Somanchi, S. (2003). Overview of the University of Texas at Arlington Autonomous Vehicles Laboratory. Submitted to IEEE DS-RT.

Cook, D. J., Youngblood, M., Heierman, E. O., Gopalratnam, K., Rao, S., Litvin, A., & Khawaja, F. (2003). MavHome: An agent-based smart home. Proceedings of the First IEEE International Conference on Pervasive Computing and Communications, 2003.(PerCom 2003)., 521–524. IEEE.

Cook, D. J., Huber, M., Gopalratnam, K., & Youngblood, M. (2003). Learning to control a smart home environment. Innovative Applications of Artificial Intelligence. The AAAI Press Menlo Park.

Youngblood, G. Michael. (2003). Mavhome Research Scope. MVH-2003-2_MavHome_Scope_2003. Pdf.

Youngblood, Gregory Michael. (2002). Agent-based simulated cognitive intelligence in a real-time first-person entertainment-based artificial environment. The University of Texas at Arlington.

Khawaja, F. A., Gjoni, D., Huber, M., Cook, D., & Youngblood, M. (2002). Achieving Faster Convergence to the Optimal Policy by Using Knowledge of the Unimodal Reward Structure. University of Texas at Arlington.

Youngblood, G. Michael, Holder, L. B., & Cook, D. J. (2000). A framework for autonomous mobile robot exploration and map learning through the use of place-centric occupancy grids. Proc. of the Machine Learning Workshop on Learning From Spatial Information, 25–27.

Youngblood, G. Michael. (1999b). Web hunting: Design of a simple intelligent web search agent. XRDS: Crossroads, The ACM Magazine for Students, 5(4), 26–32.

Youngblood, G. Michael. (1999a). Autonomous mobile robot exploration and mapping of place-centric occupancy grids. University of Texas at Arlington.

Youngblood, G. Michael, Edwin, O., Heierman, D. J. C., & Holder, L. B. (n.d.). Automated Hierarchical POMDP Construction through Data-mining Techniques.

Dixit, P. N., & Youngblood, G. M. (n.d.). Optimal Information Placement in an Interactive 3D Environment [Paper vgsp 0020].

Youngblood, G. Michael, & Lance, C. A. (n.d.). Zero Configuration Distributed Simulation.

Schaeffer, J., Mateas, M., Dill, K., Evans, R., Youngblood, M., Zubek, R., … Others. (n.d.). AIIDE-07 Organization.

Zhu, J., Bidarra, R., Champandard, A. J., Colton, S., Francois, R., Guzdial, M. J., … Others. (n.d.). 4.19 Explainable AI for Designers. Artificial and Computational Intelligence in Games: AI-Driven Game Design, 125.

Zhu, J. (n.d.). Antonios Liapis.

Morgan, A. S., Coore, D. N., Potier, M., Spicher, A., Michel, O., Beal, J., … Others. (n.d.). Machine Stefano Mariani and Andrea Omicini 10: 30--11: 00 coffee break 11: 00--12: 30 Algorithms I• Modeling Inertia in an Amorphous Computing Medium. Spatial Computing 2013 Colocated with AAMAS.