Alexander Zook

Orcid: 0000-0002-0178-5060

According to our database1, Alexander Zook authored at least 30 papers between 2011 and 2023.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

Online presence:

On csauthors.net:

Bibliography

2023
Interactive AI Material Generation and Editing in NVIDIA Omniverse.
Proceedings of the ACM SIGGRAPH 2023 Real-Time Live!, 2023

2021
PeopleSansPeople: A Synthetic Data Generator for Human-Centric Computer Vision.
CoRR, 2021

On the Use and Misuse of Absorbing States in Multi-agent Reinforcement Learning.
CoRR, 2021

2019
Learning How Design Choices Impact Gameplay Behavior.
IEEE Trans. Games, 2019

Monte-Carlo Tree Search for Simulation-based Strategy Analysis.
CoRR, 2019

2017
A framework for exploring and evaluating mechanics in human computation games.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Program synthesis as a generative method.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

AI and Multiplayer Games.
Proceedings of the Workshops of the The Thirty-First AAAI Conference on Artificial Intelligence, 2017

2016
The AIIDE 2015 Workshop Program.
AI Mag., 2016

Playable Experiences at AIIDE 2016.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

2015
Temporal Game Challenge Tailoring.
IEEE Trans. Comput. Intell. AI Games, 2015

Reports of the Workshops Held at the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.
AI Mag., 2015

Monte-Carlo Tree Search for Simulation-based Play Strategy Analysis.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

AI-based Game Design Patterns.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

AI-based Games: Contrabot and What Did You Do?
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Examining Game World Topology Personalization.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

2014
Workshops Held at the Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE): A Report.
AI Mag., 2014

Automatic playtesting for game parameter tuning via active learning.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Collaboration versus competition: Design and evaluation of mechanics for games with a purpose.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Automatic Game Design via Mechanic Generation.
Proceedings of the Twenty-Eighth AAAI Conference on Artificial Intelligence, 2014

2013
Viewpoints AI: Procedurally Representing and Reasoning about Gestures.
Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies, 2013

AI for game production.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Creativity support for novice digital filmmaking.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

2012
Goal-Driven Conceptual Blending: A Computational Approach for Creativity.
Proceedings of the Third International Conference on Computational Creativity, 2012

Automated scenario generation: toward tailored and optimized military training in virtual environments.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

Skill-based Mission Generation: A Data-driven Temporal Player Modeling Approach.
Proceedings of the The third workshop on Procedural Content Generation in Games, 2012

A Temporal Data-Driven Player Model for Dynamic Difficulty Adjustment.
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012

2011
Understanding Human Creativity for Computational Play.
Proceedings of the Second International Conference on Computational Creativity, 2011

Toward supporting stories with procedurally generated game worlds.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Formally modeling pretend object play.
Proceedings of the 8th Conference on Creativity & Cognition, 2011


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