Ahmed Khalifa

Orcid: 0000-0002-7839-9432

Affiliations:
  • University of Malta, Institute of Digital Games, Malta
  • New York University, Brooklyn, NY, USA (former)


According to our database1, Ahmed Khalifa authored at least 58 papers between 2016 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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In proceedings 
Article 
PhD thesis 
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Online presence:

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Bibliography

2024
Baba is Y'all 2.0: Design and Investigation of a Collaborative Mixed-Initiative System.
IEEE Trans. Games, March, 2024

2023
Evolutionary Machine Learning and Games.
CoRR, 2023

A Preliminary Study on a Conceptual Game Feature Generation and Recommendation System.
CoRR, 2023

Lode Enhancer: Level Co-creation Through Scaling.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Controllable Path of Destruction.
Proceedings of the IEEE Conference on Games, 2023

2022
Learning to Generate Levels by Imitating Evolution.
CoRR, 2022

Path of Destruction: Learning an Iterative Level Generator Using a Small Dataset.
Proceedings of the IEEE Symposium Series on Computational Intelligence, 2022

Mutation Models: Learning to Generate Levels by Imitating Evolution.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Generative Personas That Behave and Experience Like Humans.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Predicting Personas Using Mechanic Frequencies and Game State Traces.
Proceedings of the IEEE Congress on Evolutionary Computation, 2022

Play with Emotion: Affect-Driven Reinforcement Learning.
Proceedings of the 10th International Conference on Affective Computing and Intelligent Interaction, 2022

2021
Deep learning for procedural content generation.
Neural Comput. Appl., 2021

Game Mechanic Alignment Theory and Discovery.
CoRR, 2021

Game Mechanic Alignment Theory.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Mixed-Initiative Level Design with RL Brush.
Proceedings of the Artificial Intelligence in Music, Sound, Art and Design, 2021

Learning Controllable Content Generators.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Lode Encoder: AI-constrained co-creativity.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network.
Proceedings of the Thirty-Fifth AAAI Conference on Artificial Intelligence, 2021

2020
Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network.
CoRR, 2020

Mech-Elites: Illuminating the Mechanic Space of GVGAI.
CoRR, 2020

Multi-Objective level generator generation with Marahel.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Automatic Critical Mechanic Discovery Using Playtraces in Video Games.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Mech-Elites: Illuminating the Mechanic Space of GVG-AI.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Rotation, Translation, and Cropping for Zero-Shot Generalization.
Proceedings of the IEEE Conference on Games, 2020

Bootstrapping Conditional GANs for Video Game Level Generation.
Proceedings of the IEEE Conference on Games, 2020

Mario Level Generation From Mechanics Using Scene Stitching.
Proceedings of the IEEE Conference on Games, 2020

Baba is Y'all: Collaborative Mixed-Initiative Level Design.
Proceedings of the IEEE Conference on Games, 2020

A Continuous Information Gain Measure to Find the Most Discriminatory Problems for AI Benchmarking.
Proceedings of the IEEE Congress on Evolutionary Computation, 2020

PCGRL: Procedural Content Generation via Reinforcement Learning.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Tree Search versus Optimization Approaches for Map Generation.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

2019
General Video Game Artificial Intelligence
Synthesis Lectures on Games and Computational Intelligence, Morgan & Claypool Publishers, ISBN: 978-3-031-02122-0, 2019

General Video Game AI: A Multitrack Framework for Evaluating Agents, Games, and Content Generation Algorithms.
IEEE Trans. Games, 2019

Automatic Critical Mechanic Discovery in Video Games.
CoRR, 2019

Tree Search vs Optimization Approaches for Map Generation.
CoRR, 2019

Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning.
CoRR, 2019

Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning.
Proceedings of the Twenty-Eighth International Joint Conference on Artificial Intelligence, 2019

Intentional computational level design.
Proceedings of the Genetic and Evolutionary Computation Conference, 2019

Two-step constructive approaches for dungeon generation.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Level Design Patterns in 2D Games.
Proceedings of the IEEE Conference on Games, 2019

ELIMINATION from Design to Analysis.
Proceedings of the IEEE Conference on Games, 2019

Procedural Content Generation through Quality Diversity.
Proceedings of the IEEE Conference on Games, 2019

"Superstition" in the Network: Deep Reinforcement Learning Plays Deceptive Games.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

2018
Procedural Level Generation Improves Generality of Deep Reinforcement Learning.
CoRR, 2018

General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms.
CoRR, 2018

Talakat: bullet hell generation through constrained map-elites.
Proceedings of the Genetic and Evolutionary Computation Conference, 2018

A hybrid search agent in pommerman.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Generating levels that teach mechanics.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

AtDELFI: automatically designing legible, full instructions for games.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

2017
DeepTingle.
Proceedings of the Eighth International Conference on Computational Creativity, 2017

Evolving Game-Specific UCB Alternatives for General Video Game Playing.
Proceedings of the Applications of Evolutionary Computation - 20th European Conference, 2017

Multi-objective Adaptation of a Parameterized GVGAI Agent Towards Several Games.
Proceedings of the Evolutionary Multi-Criterion Optimization, 2017

General video game rule generation.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Marahel: A Language for Constructive Level Generation.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

"Press Space to Fire": Automatic Video Game Tutorial Generation.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

2016
Modifying MCTS for Human-Like General Video Game Playing.
Proceedings of the Twenty-Fifth International Joint Conference on Artificial Intelligence, 2016

General Video Game Level Generation.
Proceedings of the 2016 on Genetic and Evolutionary Computation Conference, Denver, CO, USA, July 20, 2016

Matching Games and Algorithms for General Video Game Playing.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016


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