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cs.HC updates on arXiv.org

Do we have the knowledge we need? Rethinking human-AI decision-making in corporations Rethinking Scaffolding in LLM Tutors: The Interactional Mismatch Between Benchmarks and Real-World Deployments Measuring Whether LLM Tutors Teach or Solve: A Diagnostic for Educational Impact Medical Heuristic Learning: An LLM-Driven Framework for Interpretable and Auditable Clinical Decision Rules A Causal Model of Theory of Mind in Conflict for Artificial Intelligence Do Large Language Models Have Emotions? Sensory Restoration via Brain-Computer Interfaces: A Unified 2 x 2 Framework and Convergence Roadmap Cognitive Trajectory Modeling: Quantifying Human-AI Co-Creation through Cognitively Grounded Interaction Trajectories The Perils of Agency: How Developers Perceive, Prioritize, and Address Risks in Agentic AI Products SCAN: A Decision-Making Framework for Effective Task Allocation with Generative AI SkillVetBench: LLM-as-Judge for Multi-Dimensional Security Risk Evaluation in Open-Source LLM Agent Skills Orchestrated Reality: From Role-Play to Living, Playable Game Worlds -- LLM-Driven World Simulation as a Parameterized-Action POMDP A comparative and critical study of EEGNet for fNIRS-driven cognitive load classification LectūraAgents: A Multi-Agent Framework for Adaptive Personalized AI-Assisted Learning and Embodied Teaching Using AI in engineering education: a balancing act, driven by clear purpose MuVAP: Multimodal Multiparty Voice Activity Projection for Turn-taking Prediction in the Wild Contaminated Collaboration: Measuring Gender Bias Transfer in LLM-Assisted Student Writing Bridging the Usability Gap: Lessons from Interpreting Studies for Machine Interpreting Design City landscape in sight: A crowdsourced framework for unlocking urban-scale window view perceptions from real estate imagery Cloze: An Open Research Platform for Studying Human-AI Conversations in Mental Health Contexts Automated Gaze-based Behavioral Segmentation and Temporal Representation for Bridge Inspection in Unconstrained 3D Environments "Stuck in a Spiral": Shame and Guilt as Social Regulators of AI Use in Computing Education Graph of Trace: Visualizing Execution Traces of Scientific Agent Co-Creating Buildable and Open Social Robot Study Companions with University Students A Bilateral Teleoperation Framework for Dexterous Manipulation "ChatGPT, help me draft a breakup text": The Covert Triad and Articulation Labor in AI-Assisted Romantic Communication A Scalability Analysis of Quantitative Confidence Assessment Methods for Assurance Cases What do you mean by human-AI collaboration: Prerequisite functions and the affordances needed to achieve it A Prototypical Decision-Support Tool for Household Energy Management: A New Zealand Case Study Participatory Design for Assistive Mobility in Indian Homes, Grounded in Lived Experience "OpenBloom": A Stigma-Sensitive LLM Design Probe for Reproductive Well-Being If These Walls Could Talk: Critical Play with Large Language Models in Museums Process-Oriented Evaluation of AI-Assisted Scientific Writing Beyond the Blood Draw: Explainable Machine Learning for Non-Invasive Dysglycemia Risk Screening Challenging Partisan Expectations Reduces Political Polarization Evolution & Foundation: AI Shares Creative Control Impedance MPC with Patient-Torque Estimation for Knee Rehabilitation Exoskeletons The Missing Layer: Why EdTech Needs Design-Time Generative UI, Not Just Runtime Personalization Are LLM-based Chatbots Good Enough to Support Computer Science Students in Multiple-Choice Exercises? 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SimCoachCorpus: A naturalistic dataset with language and trajectories for embodied teaching An Ergonomic, Customizable Soft Robotic Glove toward Personalized Hand Rehabilitation Quantum Futures Interactive: A Live Demonstration of Post-Quantum Blockchain Security, Infrastructure Tradeoffs, and Sustainable Distributed Trust Impedance MPC for Physical Human-Robot Interaction: Predictive Disturbance Rejection with Joint-Limit Safety Knowing When to Ask: Self-Gated Clarification for Hierarchical Language Agents What LLMs Must Forget to Teach Effectively: A DIY Approach to Premodern Japanese Language Pedagogy Faster Completion, Less Learning: Generative AI Reduced Study Time on Math Problems and the Knowledge They Build RoTRAG: Rule of Thumb Reasoning for Conversation Harm Detection with Retrieval-Augmented Generation From Overload to Convergence: Supporting Multi-Issue Human-AI Negotiation with Bayesian Visualization Clinically Aware Synthetic Image Generation for Concept Coverage in Chest X-ray Models EEG-FM-Bench: A Comprehensive Benchmark for the Systematic Evaluation of EEG Foundation Models Mapping Geopolitical Bias in 11 Large Language Models: A Bilingual, Dual-Framing Analysis of U.S.-China Tensions
AutoBG: A Board Game Design Assistant with Interactive Ideation, Iterative Rulebook Generation, and Individualized Feedback
[Submitted on 1 Jun 2026 (v1), last revised 13 Jun 2026 (this ve · 2026-06-16 · via cs.HC updates on arXiv.org

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Abstract:Designing a board game demands both thinking as a designer and experiencing as a player, while iterating through repeated prototyping and playtesting cycles, making it a cognitively intensive creative task well suited for human-AI collaboration. However, current systems lack end-to-end support to guide designers through the complete workflow from vague early ideation to iterative rulebook revision and audience testing. To this end, we present AutoBG, a board game design assistant built around critic-driven iterative refinement, comprising four specialized modules: BG-Ideator guides designers via multi-turn dialogue to produce structured design drafts; BG-Realizer generates complete rulebooks from drafts and revises them in a closed loop with BG-Critic, which diagnoses design flaws and gates each revision so that only verified improvements are accepted; and BG-Persona simulates individualized feedback from 150 real player profiles. Together, these modules enable designers to go from an initial idea to a polished, audience-tested rulebook within a single integrated workflow. The system is built on 2.2K structured rulebooks and 180K quality-filtered real player reviews, with task-specific training data derived for each module. Experiments on 207 held-out games show that AutoBG substantially outperforms state-of-the-art baselines (e.g., GPT-5.4), generating rulebooks that approach the quality of published games. Furthermore, a user study with 30 participants across diverse experience levels confirms that AutoBG effectively reduces blank-page anxiety, surfaces hidden design flaws, and provides highly rated, practical assistance throughout the creative process.

Submission history

From: Zizhen Li [view email]
[v1] Mon, 1 Jun 2026 09:37:51 UTC (4,441 KB)
[v2] Sat, 13 Jun 2026 03:38:03 UTC (4,441 KB)