Holger Danielsiek
Technical University of Dortmund
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Holger Danielsiek.
technical symposium on computer science education | 2012
Holger Danielsiek; Wolfgang Paul; Jan Vahrenhold
We describe the first results of our work towards a concept inventory for Algorithms and Data Structures. Based on expert interviews and the analysis of 400 exams we were able to identify several core topics which are prone to error. In a pilot study, we verified misconceptions known from the literature and identified previously unknown misconceptions related to Algorithms and Data Structures. In addition to this, we report on methodological issues and point out the importance of a two-pronged approach to data collection.
IEEE Transactions on Computational Intelligence and Ai in Games | 2010
Mike Preuss; Nicola Beume; Holger Danielsiek; Tobias Hein; Boris Naujoks; Nico Piatkowski; Raphael Stüer; Andreas Thom; Simon Wessing
Players of real-time strategy (RTS) games are often annoyed by the inability of the game AI to select and move teams of units in a natural way. Units travel and battle separately, resulting in huge losses and the AI looking unintelligent, as can the choice of units sent to counteract the opponents. Players are affected as well as computer commanded factions because they cannot micromanage all team related issues. We suggest improving AI behavior by combining well-known computational intelligence techniques applied in an original way. Team composition for battling spatially distributed opponent groups is supported by a learning self-organizing map (SOM) that relies on an evolutionary algorithm (EA) to adapt it to the game. Different abilities of unit types are thus employed in a near-optimal way, reminiscent of human ad hoc decisions. Team movement is greatly enhanced by flocking and influence map-based path finding, leading to a more natural behavior by preserving individual motion types. The team decision to either attack or avoid a group of enemy units is easily parametrizable, incorporating team characteristics from fearful to daredevil. We demonstrate that these two approaches work well separately, but also that they go together naturally, thereby leading to an improved and flexible group behavior.
computational intelligence and games | 2008
Holger Danielsiek; Raphael Stüer; Andreas Thom; Nicola Beume; Boris Naujoks; Mike Preuss
This paper investigates the intelligent moving and path-finding of groups in real-time strategy (RTS) games exemplified by the open source game Glest. We utilize the technique of flocking for achieving a smooth and natural movement of a group of units and expect grouping to decrease the amount of unit losses in RTS games. Furthermore, we present a setting in which flocking will improve the game progress. But we also demonstrate a situation where flocking fails. To prevent these annoying situations, we combined flocking with influence maps (IM) to find safe paths for the flock in real time. This combination turns out to be an excellent alternative to normal movement in Glest and most likely in other RTS games.
world congress on computational intelligence | 2008
Nicola Beume; Holger Danielsiek; Christian Eichhorn; Boris Naujoks; Mike Preuss; Klaus D. Stiller; Simon Wessing
Popular games often have a high-quality graphic design but quite simple-minded non player characters (NPC). Recently, Computational Intelligence (CI) methods have been discovered as suitable methods to revive NPC, making games more interesting, challenging, and funny. We present a fairly large study of human players on the simple arcade game Pac-Man, controlling the ghosts behaviors by simple strategies, neural networks or evolutionary algorithms. The playerpsilas fun is of course a subjective experience, but we presume that it is related to the psychological flow concept. We deal with the question whether flow is a more reliable measure than asking human players directly for the fun experienced during the game. In order to detect flow, we introduce a measure based on the interaction time fraction between the human-controlled Pac-Man and the ghosts, and compare the outcome to the results of a fun measure suggested by Yannakakis and Hallam [1].
genetic and evolutionary computation conference | 2010
Oliver Kramer; Holger Danielsiek
In systems optimization and machine learning multiple alternative solutions may exist in different parts of decision space for the same parts of the Pareto-front. The detection of equivalent Pareto-subsets may be desirable. In this paper we introduce a niching method that approximates Pareto-optimal solutions with diversity mechanisms in objective and decision space. For diversity in objective space we use rake selection, a selection method based on the distances to reference lines in objective space. For diversity in decision space we introduce a niching approach that uses the density based clustering method DBSCAN. The clustering process assigns the population to niches while the multi-objective optimization process concentrates on each niche independently. We introduce an indicator for the adaptive control of clustering processes, and extend rake selection by the concept of adaptive corner points. The niching method is experimentally validated on parameterized test function with the help of the S-metric.
international computing education research workshop | 2017
Holger Danielsiek; Laura Toma; Jan Vahrenhold
We report on the development and validation of an instrument to assess self-efficacy in an introductory algorithms course. The instrument was designed based upon previous work by Ramalingam and Wiedenbeck and evaluated in a multi-institutional setup. We performed statistical evaluations of the scores obtained using this instrument and compared our findings with validated psychometric measures. These analyses show our findings to be consistent with self-efficacy theory and thus suggest construct validity.
global engineering education conference | 2017
Holger Danielsiek; Jan Vahrenhold; Peter Hubwieser; Johannes Krugel; Johannes Magenheim; Laura Ohrndorf; Daniel Ossenschmidt; Niclas Schaper
We report on the first steps of KETTI, a project that aims towards the development of a competence model for undergraduate teaching assistants (UTAs) in computer science. Using qualitative methods, we obtained a classification of existing designs for teaching that employ UTAs; some of the observed factors directly influence the methodological decision space of UTAs. We developed and implemented a UTA training scheme designed to foster student-oriented teaching in recitation sessions along with an instrument to gauge the effects of this instruction on a variety of psychometric scales. We report results from a small-scale pilot study at three institutions showing positive effects on teaching-related beliefs and self-efficacy.
International Journal of Computational Intelligence and Applications | 2011
Oliver Kramer; Holger Danielsiek
In many optimization problems in practice, multiple objectives have to be optimized at the same time. Some multi-objective problems are characterized by multiple connected Pareto-sets at different parts in decision space — also called equivalent Pareto-subsets. We assume that the practitioner wants to approximate all Pareto-subsets to be able to choose among various solutions with different characteristics. In this work, we propose a clustering-based niching framework for multi-objective population-based approaches that allows to approximate equivalent Pareto-subsets. Iteratively, the clustering process assigns the population to niches, and the multi-objective optimization process concentrates on each niche independently. Two exemplary hybridizations, rake selection and DBSCAN, as well as SMS-EMOA and kernel density clustering demonstrate that the niching framework allows enough diversity to detect and approximate equivalent Pareto-subsets.
ACM Inroads | 2018
Holger Danielsiek; Laura Toma; Jan Vahrenhold
W report on the development and validation of an instrument to assess self-efficacy in an introductory algorithms course. The instrument was designed based upon previous work by Ramalingam and Wiedenbeck and evaluated in a multi-institutional setup. We performed statistical evaluations of the scores obtained using this instrument and compared our findings with validated psychometric measures. These analyses show our findings to be consistent with self-efficacy theory and thus suggest construct validity.
Archive | 2008
Nicola Beume; Holger Danielsiek; Tobias Hein; Boris Naujoks; Nico Piatkowski; Mike Preuss; Raphael Stüer; Andreas Thom; Simon Wessing
Movement of groups in realtime strategy games is often a nuisance: Units travel and battle separately, resulting in huge losses and the AI looking dumb. This applies to computer as well as human commanded factions. We suggest to tackle that by using flocking improved by influence-map based pathfinding which leads to a much more natural and intelligent looking behavior. A similar problem occurs if the computer AI has to select groups to combat a specific target: Assignment of units to groups, especially for multiple enemy groups, is often suboptimal when units have very different attack skills. This can be cured by using offline prepared self-organizing feature maps that use all available information for looking up good matches. We demonstrate that these two approaches work well separately, but also that they go together very naturally, thereby leading to an improved and—via parametrization—very flexible group behavior. Opponent AI may be strenghtened that way as well as player-supportive AI. A thorough experimental analysis supports our claims.