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My Background

My work draws on a range of disciplines, ranging from Human Computer Interaction (HCI) games studies, human-AI cooperation, and cognitive science.

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In 2020 I completed my Honours Thesis in Science at Monash University where I worked with both academic and industry supervisors. In 2021 I was involved in a project investigating the ethics of AI facial recognition technology for the purposes of creating roleplay characters for Dungeons & Dragons.

In 2022 I began my PhD, where I am currently looking at the cognitive, social, and player experience impacts of introducing artificial agents to human teams in games. This work leverages HCI, cognitive science, computer supported cooperative work (CSCW), and games studies.

Publications

Publications can also be viewed at my Google Scholar

Oct 2024

Human-AI Collaboration in Cooperative Games: A Study of Playing Codenames with an LLM Assistant
 

Playing partial information, restricted communication, cooperative (PIRCC) games with humans have proven challenging for AI, due to our reliance on social dynamics and sophisticated cognitive techniques. Yet, recent advances in generative AI may change this situation through new forms of human-AI collaboration. This paper investigates how teams of players interact with an AI assistant in the PIRCC game Codenames and the impact this has on cognition, social dynamics, and player experience. We observed gameplay and conducted post-game focus groups with 54 participants across ten groups. Each group played three rounds of Codenames, with an AI assistant supporting Cluegivers. We found the AI assistant enhanced players’ convergent and divergent thinking, but interfered with formation of team mental models, highlighting a tension in the use of AI in creative team scenarios. The presence of the AI challenged many players’ understanding of the “spirit of the game”. Furthermore, the presence of the AI assistants weakened social connections between human teammates, but strengthened human connections across teams. This paper provides an empirical account of an AI assistant’s effect on cognition, social dynamics, and player experience in Codenames. We highlight the opportunities and challenges that arise when designing hybrid digital boardgames that include AI assistants.

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To be presented at CHIPlay 2024 in Tampere, Finland.

Aug 2024

Prompt Engineering ChatGPT for Codenames

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The word association game Codenames challenges the AI community with its requirements for multimodal language understanding, theory of mind, and epistemic reasoning. Previous attempts to develop AI agents for the game have focused on word embedding techniques, which while good with other models using the same technique, can sometimes suffer from brittle performance when paired with other models. Recently, Large Language Models (LLMs) have demonstrated enhanced capabilities, excelling in complex cognitive tasks, including symbolic and common sense reasoning. In this paper, we compare a range of recent prompt engineering techniques for GPT-based Codenames agents. While there was no significant game score improvement over the baseline agent, we did observe qualitative changes in agents’ strategies suggesting that further refinement has potential for score improvement. We also propose a revised Codenames AI competition specifically focusing on the use of LLM agents.

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M. Sidji, M. Stephenson, Prompt Engineering ChatGPT for Codenames, IEEE Conference on Games (IEEE-COG'24), Milan, Italy, August 2024.​

Apr 2023

The hidden rules of Hanabi: How humans outperform AI agents

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Games that feature multiple players, limited communication, and partial information are particularly challenging for AI agents. In the cooperative card game Hanabi, which possesses all of these attributes, AI agents fail to achieve scores comparable to even first-time human players. Through an observational study of three mixed-skill Hanabi play groups, we identify the techniques used by humans that help to explain their superior performance compared to AI. These concern physical artefact manipulation, coordination play, role establishment, and continual rule negotiation. Our findings extend previous accounts of human performance in Hanabi, which are purely in terms of theory-of-mind reasoning, by revealing more precisely how this form of collective decision-making is enacted in skilled human play. Our interpretation points to a gap in the current capabilities of AI agents to perform cooperative tasks.

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Sidji, Matthew, Wally Smith, and Melissa J. Rogerson. "The hidden rules of Hanabi: How humans outperform AI agents." Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems. 2023.

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Teaching

I teach for a range of subjects at the University of Melbourne

INFO30009

Game Design

Digital games are one of the largest entertainment industries, increasingly pervasive within society, and at the forefront of emerging technologies with respect to user experience and online social interaction. This subject will develop understanding and practical knowledge of the fundamental principles of game design, interactivity and immersion. It will examine how these techniques are increasingly being applied in contexts such as health, learning, web-design and in emerging virtual reality experiences. The subject will explore the deeper conceptual foundations of the theory of games and their use beyond the digital realm. Students will learn the underlying principles of how to design games, what games are and how they engage players. They will apply this knowledge to the analysis of games, the study of play, and the persuasive, transformative and educative potential of gaming experiences.

INFO10003

Fundamentals of Interaction Design


How do you design interactive technologies that are useful, usable and satisfying? How can we better understand user needs in order to inform the design of new technologies? Fundamentals of Interaction Design addresses these questions, and students will learn about the key theories, concepts and industry methods that are crucial to the user-centred design process.

INFO90004

Evaluating the User Experience

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User Experience (UX) means the way we respond to technology, including our practical, intellectual, emotional and affective responses. UX is widely recognised as a major determinant of successful technology outcomes, and it provides the design inspiration behind some of the most successful innovations in digital technologies that define the present era. This subject concerns the methods and techniques that are used to identify what characterises UX and how you can recognise, measure and evaluate it in a variety of contexts. This entails a deep understanding of the psychological and social theories underlying UX, combined with practical knowledge of the various industry methods and tools currently in use. In terms of practice, an emphasis is placed on learning the skills needed to design, justify and conduct appropriate evaluations, and the interpretation of findings. In terms of theory, special emphasis is placed on how to identify and evaluate the various facets of UX, across a range of social and work-based settings, and across a range of technologies.

Supervision

Masters Theses
 

E. Nilsson, Human Perception of AI-Generated Memes, 2023

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