Hybrid Texture Synthesis. - Andrew Nealen; Marc Alexa (Rendering Techniques, 2003)

Fast and High Quality Overlap Repair for Patch-Based Texture Synthesis. - Andrew Nealen; Marc Alexa (Computer Graphics International, 2004)

Point based animation of elastic, plastic and melting objects. - Matthias Müller 001; Richard Keiser; Andrew Nealen; Mark Pauly; Markus H. Gross; Marc Alexa (Symposium on Computer Animation, 2004)

Adaptive sampling of intersectable models exploiting image and object-space coherence. - Anders Adamson; Marc Alexa; Andrew Nealen (SI3D, 2005)

A sketch-based interface for detail-preserving mesh editing. - Andrew Nealen; Olga Sorkine; Marc Alexa; Daniel Cohen-Or (ACM Trans. Graph., 2005)

Laplacian mesh optimization. - Andrew Nealen; Takeo Igarashi; Olga Sorkine; Marc Alexa (GRAPHITE, 2006)

Mesh Editing Based on Discrete Laplace and Poisson Models. - Marc Alexa; Andrew Nealen (VISIGRAPP (Selected Papers), 2006)

Physically Based Deformable Models in Computer Graphics. - Andrew Nealen; Matthias Müller 001; Richard Keiser; Eddy Boxerman; Mark T. Carlson (Comput. Graph. Forum, 2006)

SilSketch: Automated Sketch-Based Editing of Surface Meshes. - Johannes Zimmermann; Andrew Nealen; Marc Alexa (SBIM, 2007)

FiberMesh: designing freeform surfaces with 3D curves. - Andrew Nealen; Takeo Igarashi; Olga Sorkine; Marc Alexa (ACM Trans. Graph., 2007)

Sketching contours. - Johannes Zimmermann; Andrew Nealen; Marc Alexa (Comput. Graph., 2008)

GridMesh: Fast and high quality 2D Mesh generation for interactive 3D shape modeling. - Andrew Nealen; Justus Pett; Marc Alexa; Takeo Igarashi (Shape Modeling International, 2009)

Hybrid Mesh Editing. - Péter Borosán; Reid Howard; Shaoting Zhang 001; Andrew Nealen (Eurographics (Short Papers), 2010)

Skeleton Based As-Rigid-As-Possible Volume Modeling. - Shaoting Zhang 001; Andrew Nealen; Dimitris N. Metaxas (Eurographics (Short Papers), 2010)

Volumetric modeling with diffusion surfaces. - Kenshi Takayama; Olga Sorkine; Andrew Nealen; Takeo Igarashi (ACM Trans. Graph., 2010)

The Creation and Modification of 3D Models Using Sketches and Curves. - Andrew Nealen; Marc Alexa (Sketch-based Interfaces and Modeling, 2011)

Towards minimalist game design. - Andrew Nealen; Adam Saltsman; Eddy Boxerman (FDG, 2011)

Perceptual models of viewpoint preference. - Adrian Secord; Jingwan Lu; Adam Finkelstein; Manish Singh 001; Andrew Nealen (ACM Trans. Graph., 2011)

Pixelated image abstraction. - Timothy Gerstner; Doug DeCarlo; Marc Alexa; Adam Finkelstein; Yotam I. Gingold; Andrew Nealen (NPAR@Expressive, 2012)

RigMesh: automatic rigging for part-based shape modeling and deformation. - Péter Borosán; Ming Jin; Doug DeCarlo; Yotam I. Gingold; Andrew Nealen (ACM Trans. Graph., 2012)

Pixelated image abstraction with integrated user constraints. - Timothy Gerstner; Doug DeCarlo; Marc Alexa; Adam Finkelstein; Yotam I. Gingold; Andrew Nealen (Comput. Graph., 2013)

Exploring Game Space Using Survival Analysis. - Aaron Isaksen; Daniel Gopstein; Andrew Nealen (FDG, 2015)

AniMesh: interleaved animation, modeling, and editing. - Ming Jin; Daniel Gopstein; Yotam I. Gingold; Andrew Nealen (ACM Trans. Graph., 2015)

Playing Games Across the Superintelligence Divide. - Aaron Isaksen; Julian Togelius; Frank Lantz; Andy Nealen (AAAI Workshop: AI, Ethics, and Society, 2016)

Hyper-heuristic general video game playing. - Andre Mendes; Julian Togelius; Andy Nealen (CIG, 2016)

Generating heuristics for novice players. - Fernando de Mesentier Silva; Aaron Isaksen; Julian Togelius; Andy Nealen (CIG, 2016)

A Statistical Analysis of Player Improvement and Single-Player High Scores. - Aaron Isaksen; Andy Nealen (DiGRA/FDG, 2016)

Modifying MCTS for Human-Like General Video Game Playing. - Ahmed Khalifa 001; Aaron Isaksen; Julian Togelius; Andy Nealen (IJCAI, 2016)

Large-scale finite state game engines. - Matt Stanton; Sascha Geddert; Adrian Blumer; Paul Hormis; Andy Nealen; Seth Cooper; Adrien Treuille (Symposium on Computer Animation, 2016)

PCG-Based Game Design Patterns. - Michael Cook 001; Mirjam Eladhari; Andy Nealen; Mike Treanor; Eddy Boxerman; Alex Jaffe; Paul Sottosanti; Steve Swink (CoRR, 2016)

Depth in Strategic Games. - Frank Lantz; Aaron Isaksen; Alexander Jaffe; Andy Nealen; Julian Togelius (AAAI Workshops, 2017)

AI as Evaluator: Search Driven Playtesting of Modern Board Games. - Fernando de Mesentier Silva; Scott Lee; Julian Togelius; Andy Nealen (AAAI Workshops, 2017)

Simulating strategy and dexterity for puzzle games. - Aaron Isaksen; Drew Wallace; Adam Finkelstein; Andy Nealen (CIG, 2017)

SeekWhence a retrospective analysis tool for general game design. - Tiago Machado; Andy Nealen; Julian Togelius (FDG, 2017)

AI-based playtesting of contemporary board games. - Fernando de Mesentier Silva; Scott Lee; Julian Togelius; Andy Nealen (FDG, 2017)

AI-Assisted Game Debugging with Cicero. - Tiago Machado; Daniel Gopstein; Andy Nealen; Oded Nov; Julian Togelius (CEC, 2018)

Towards Game-based Metrics for Computational Co-Creativity. - Rodrigo Canaan; Stefan Menzel; Julian Togelius; Andy Nealen (CIG, 2018)

Evolving Agents for the Hanabi 2018 CIG Competition. - Rodrigo Canaan; Haotian Shen; Ruben Rodriguez Torrado; Julian Togelius; Andy Nealen; Stefan Menzel (CIG, 2018)

Generating Novice Heuristics for Post-Flop Poker. - Fernando de Mesentier Silva; Julian Togelius; Frank Lantz; Andy Nealen (CIG, 2018)

AtDELFI: automatically designing legible, full instructions for games. - Michael Cerny Green; Ahmed Khalifa 001; Gabriella A. B. Barros; Tiago Machado; Andy Nealen; Julian Togelius (FDG, 2018)

Generating levels that teach mechanics. - Michael Cerny Green; Ahmed Khalifa 001; Gabriella A. B. Barros; Andy Nealen; Julian Togelius (FDG, 2018)

Evolving maps and decks for ticket to ride. - Fernando de Mesentier Silva; Scott Lee; Julian Togelius; Andy Nealen (FDG, 2018)

Drawing without replacement as a game mechanic. - Fernando de Mesentier Silva; Christoph Salge; Aaron Isaksen; Julian Togelius; Andy Nealen (FDG, 2018)

A hybrid search agent in pommerman. - Hongwei Henry Zhou; Yichen Gong; Luvneesh Mugrai; Ahmed Khalifa 001; Andy Nealen; Julian Togelius (FDG, 2018)

Talakat: bullet hell generation through constrained map-elites. - Ahmed Khalifa 001; Scott Lee; Andy Nealen; Julian Togelius (GECCO, 2018)

Generating beginner heuristics for simple texas hold'em. - Fernando de Mesentier Silva; Julian Togelius; Frank Lantz; Andy Nealen (GECCO, 2018)

Exploring Game Space of Minimal Action Games via Parameter Tuning and Survival Analysis. - Aaron Isaksen; Daniel Gopstein; Julian Togelius; Andy Nealen (IEEE Trans. Games, 2018)

Procedural Content Generation via Machine Learning (PCGML). - Adam Summerville; Sam Snodgrass; Matthew Guzdial; Christoffer Holmgård; Amy K. Hoover; Aaron Isaksen; Andy Nealen; Julian Togelius (IEEE Trans. Games, 2018)

Kwiri - What, When, Where and Who: Everything You Ever Wanted to Know About Your Game But Didn't Know How to Ask. - Tiago Machado; Daniel Gopstein; Andy Nealen; Julian Togelius (KEG@AAAI, 2019)

Evaluation of a Recommender System for Assisting Novice Game Designers. - Tiago Machado; Daniel Gopstein; Angela Wang; Oded Nov; Andrew Nealen; Julian Togelius (AIIDE, 2019)

Diverse Agents for Ad-Hoc Cooperation in Hanabi. - Rodrigo Canaan; Julian Togelius; Andy Nealen; Stefan Menzel (CoG, 2019)

Pitako - Recommending Game Design Elements in Cicero. - Tiago Machado; Daniel Gopstein; Andy Nealen; Julian Togelius (CoG, 2019)

Leveling the playing field: fairness in AI versus human game benchmarks. - Rodrigo Canaan; Christoph Salge; Julian Togelius; Andy Nealen (FDG, 2019)

Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents. - Rodrigo Canaan; Xianbo Gao; Youjin Chung; Julian Togelius; Andy Nealen; Stefan Menzel (AIIDE, 2020)

Interactive Design Exploration of Game StagesUsing Adjustable Synthetic Testers. - Hirotaka Suetake; Tsukasa Fukusato; Christian Arzate Cruz; Andy Nealen; Takeo Igarashi (FDG, 2020)

Evaluating the Rainbow DQN Agent in Hanabi with Unseen Partners. - Rodrigo Canaan; Xianbo Gao; Youjin Chung; Julian Togelius; Andy Nealen; Stefan Menzel (CoRR, 2020)

Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in Hanabi. - Rodrigo Canaan; Xianbo Gao; Julian Togelius; Andy Nealen; Stefan Menzel (CoRR, 2020)

Generating and Adapting to Diverse Ad Hoc Partners in Hanabi. - Rodrigo Canaan; Xianbo Gao; Julian Togelius; Andy Nealen; Stefan Menzel (IEEE Trans. Games, 2023)