Antonios Liapis

Affiliations:
  • University of Malta, Institute of Digital Games, Msida, Malta


According to our database1, Antonios Liapis authored at least 142 papers between 2011 and 2024.

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

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
Simulator-Free Visual Domain Randomization via Video Games.
CoRR, 2024

2023
Open-Ended Evolution for Minecraft Building Generation.
IEEE Trans. Games, December, 2023

Dungeons & Replicants II: Automated Game Balancing Across Multiple Difficulty Dimensions via Deep Player Behavior Modeling.
IEEE Trans. Games, June, 2023

The Pixels and Sounds of Emotion: General-Purpose Representations of Arousal in Games.
IEEE Trans. Affect. Comput., 2023

From the Lab to the Wild: Affect Modeling via Privileged Information.
CoRR, 2023

Architext: Language-Driven Generative Architecture Design.
CoRR, 2023

Predicting Player Engagement in Tom Clancy's The Division 2: A Multimodal Approach via Pixels and Gamepad Actions.
Proceedings of the 25th International Conference on Multimodal Interaction, 2023

Controllable Exploration of a Design Space via Interactive Quality Diversity.
Proceedings of the Companion Proceedings of the Conference on Genetic and Evolutionary Computation, 2023

Designing for Playfulness in Human-AI Authoring Tools.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

The Challenge of Evaluating Player Experience in Tabletop Role-Playing Games.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Multiplayer Tension In the Wild: A Hearthstone Case.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Towards General Game Representations: Decomposing Games Pixels into Content and Style.
Proceedings of the 34th British Machine Vision Conference Workshop Proceedings, 2023

Knowing Your Annotator: Rapidly Testing the Reliability of Affect Annotation.
Proceedings of the 11th International Conference on Affective Computing and Intelligent Interaction, ACII 2023, 2023

2022
Playing Against the Board: Rolling Horizon Evolutionary Algorithms Against Pandemic.
IEEE Trans. Games, 2022

SuSketch: Surrogate Models of Gameplay as a Design Assistant.
IEEE Trans. Games, 2022

The Arousal Video Game AnnotatIoN (AGAIN) Dataset.
IEEE Trans. Affect. Comput., 2022

Revisiting lp-constrained Softmax Loss: A Comprehensive Study.
CoRR, 2022

Supervised Contrastive Learning for Affect Modelling.
Proceedings of the International Conference on Multimodal Interaction, 2022

Seeding Diversity into AI Art.
Proceedings of the 13th International Conference on Computational Creativity, Bozen-Bolzano, Italy, June 27, 2022

RankNEAT: outperforming stochastic gradient search in preference learning tasks.
Proceedings of the GECCO '22: Genetic and Evolutionary Computation Conference, Boston, Massachusetts, USA, July 9, 2022

Game State Learning via Game Scene Augmentation.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

A General-Purpose Expressive Algorithm for Room-Based Environments.
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

Learning Task-Independent Game State Representations from Unlabeled Images.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

The Invariant Ground Truth of Affect.
Proceedings of the 10th International Conference on Affective Computing and Intelligent Interaction, ACII 2022, 2022

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

2021
A Multifaceted Surrogate Model for Search-Based Procedural Content Generation.
IEEE Trans. Games, 2021

Using dates as contextual information for personalised cultural heritage experiences.
J. Inf. Sci., 2021

"What Artists Want": Elicitation of Artist Requirements to Feed the Design on a New Collaboration Platform for Creative Work.
CoRR, 2021

The Affect Game AnnotatIoN (AGAIN) Dataset.
CoRR, 2021

Transforming Exploratory Creativity with DeLeNoX.
CoRR, 2021

The AI4Media Project: Use of Next-Generation Artificial Intelligence Technologies for Media Sector Applications.
Proceedings of the Artificial Intelligence Applications and Innovations, 2021

Monte Carlo elites: quality-diversity selection as a multi-armed bandit problem.
Proceedings of the GECCO '21: Genetic and Evolutionary Computation Conference, 2021

ARCH-Elites: quality-diversity for urban design.
Proceedings of the GECCO '21: Genetic and Evolutionary Computation Conference, 2021

Contrastive Learning of Generalized Game Representations.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Towards General Models of Player Experience: A Study Within Genres.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Learn to Machine Learn: Designing a Game Based Approach for Teaching Machine Learning to Primary and Secondary Education Students.
Proceedings of the IDC '21: Interaction Design and Children, 2021

Architectural Form and Affect: A Spatiotemporal Study of Arousal.
Proceedings of the 9th International Conference on Affective Computing and Intelligent Interaction, 2021

Discrete versus Ordinal Time-Continuous Believability Assessment.
Proceedings of the 2021 9th International Conference on Affective Computing and Intelligent Interaction, 2021

Trace It Like You Believe It: Time-Continuous Believability Prediction.
Proceedings of the 9th International Conference on Affective Computing and Intelligent Interaction, 2021

Privileged Information for Modeling Affect In The Wild.
Proceedings of the 9th International Conference on Affective Computing and Intelligent Interaction, 2021

AffectGAN: Affect-Based Generative Art Driven by Semantics.
Proceedings of the 2021 9th International Conference on Affective Computing and Intelligent Interaction, 2021

Go-Blend Behavior and Affect.
Proceedings of the 2021 9th International Conference on Affective Computing and Intelligent Interaction, 2021

2020
I Feel I Feel You: A Theory of Mind Experiment in Games.
Künstliche Intell., 2020

Introduction to the Special Issue on "Culture Games".
ACM Journal on Computing and Cultural Heritage, 2020

Introduction to the GaLA Conf 2019 Special Issue.
Int. J. Serious Games, 2020

Summarizing Game Reviews: First Contact.
Proceedings of the Workshops of the 11th EETN Conference on Artificial Intelligence 2020 co-located with the 11th EETN Conference on Artificial Intelligence (SETN 2020), 2020

Invisible AI-driven HCI Systems - When, Why and How.
Proceedings of the NordiCHI '20: Shaping Experiences, 2020

Collaborative Agent Gameplay in the Pandemic Board Game.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Djehuty: A Mixed-Initiative Handwriting Game for Preschoolers.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

10 Years of the PCG workshop: Past and Future Trends.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Reliving the Experience of Visiting a Gallery: Methods for Evaluating Informal Learning in Games for Cultural Heritage.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Tabletop Roleplaying Games as Procedural Content Generators.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Dungeons & Replicants: Automated Game Balancing via Deep Player Behavior Modeling.
Proceedings of the IEEE Conference on Games, 2020

2019
Quality Diversity Through Surprise.
IEEE Trans. Evol. Comput., 2019

Orchestrating Game Generation.
IEEE Trans. Games, 2019

Guest Editorial Special Issue on AI-Based and AI-Assisted Game Design.
IEEE Trans. Games, 2019

Automated Playtesting With Procedural Personas Through MCTS With Evolved Heuristics.
IEEE Trans. Games, 2019

Who Killed Albert Einstein? From Open Data to Murder Mystery Games.
IEEE Trans. Games, 2019

Modelling Affect for Horror Soundscapes.
IEEE Trans. Affect. Comput., 2019

Special Issue on Computer Aided Game and Puzzle Design.
J. Int. Comput. Games Assoc., 2019

Exploring Self-organisation in Crowd Teams.
Proceedings of the Digital Transformation for a Sustainable Society in the 21st Century, 2019

Creative evolutionary computation.
Proceedings of the Genetic and Evolutionary Computation Conference Companion, 2019

Blending notions of diversity for MAP-elites.
Proceedings of the Genetic and Evolutionary Computation Conference Companion, 2019

A Participatory Approach to Redesigning Games for Educational Purposes.
Proceedings of the Games and Learning Alliance - 8th International Conference, 2019

Modelling the Quality of Visual Creations in Iconoscope.
Proceedings of the Games and Learning Alliance - 8th International Conference, 2019

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

Your Gameplay Says It All: Modelling Motivation in Tom Clancy's The Division.
Proceedings of the IEEE Conference on Games, 2019

Fusing Level and Ruleset Features for Multimodal Learning of Gameplay Outcomes.
Proceedings of the IEEE Conference on Games, 2019

The Newborn World: Guiding Creativity in a Competitive Storytelling Game.
Proceedings of the IEEE Conference on Games, 2019

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

PAGAN: Platform for Audiovisual General-purpose ANnotation.
Proceedings of the 8th International Conference on Affective Computing and Intelligent Interaction Workshops and Demos, 2019

PAGAN: Video Affect Annotation Made Easy.
Proceedings of the 8th International Conference on Affective Computing and Intelligent Interaction, 2019

From Pixels to Affect: A Study on Games and Player Experience.
Proceedings of the 8th International Conference on Affective Computing and Intelligent Interaction, 2019

PyPLT: Python Preference Learning Toolbox.
Proceedings of the 8th International Conference on Affective Computing and Intelligent Interaction, 2019

2018
A Study on Affect Model Validity: Nominal vs Ordinal Labels.
Proceedings of the Workshop on Artificial Intelligence in Affective Computing, 2018

An Authoring Tool for Educators to Make Virtual Labs.
Proceedings of the Challenges of the Digital Transformation in Education - Proceedings of the 21st International Conference on Interactive Collaborative Learning (ICL 2018), 2018

Data-driven Design: A Case for Maximalist Game Design.
Proceedings of the Ninth International Conference on Computational Creativity, 2018

Fusing novelty and surprise for evolving robot morphologies.
Proceedings of the Genetic and Evolutionary Computation Conference, 2018

Pairing character classes in a deathmatch shooter game via a deep-learning surrogate model.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

DATA agent.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Recomposing the Pokémon Color Palette.
Proceedings of the Applications of Evolutionary Computation, 2018

Piecemeal Evolution of a First Person Shooter Level.
Proceedings of the Applications of Evolutionary Computation, 2018

Mapping Chess Aesthetics onto Procedurally Generated Chess-Like Games.
Proceedings of the Applications of Evolutionary Computation, 2018

Capturing the Virtual Movement of Paintings: A Game and A Tool.
Proceedings of the 3rd Digital Heritage International Congress, 2018

Explainable AI for Designers: A Human-Centered Perspective on Mixed-Initiative Co-Creation.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Using a Surrogate Model of Gameplay for Automated Level Design.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

2017
Surprise Search for Evolutionary Divergence.
CoRR, 2017

Game Character Ontology (GCO) A Vocabulary for Extracting and Describing Game Character Information from Web Content.
Proceedings of the 13th International Conference on Semantic Systems, 2017

Multi-segment evolution of dungeon game levels.
Proceedings of the Genetic and Evolutionary Computation Conference, 2017

Exploring divergence in soft robot evolution.
Proceedings of the Genetic and Evolutionary Computation Conference, 2017

Coupling novelty and surprise for evolutionary divergence.
Proceedings of the Genetic and Evolutionary Computation Conference, 2017

Learning the patterns of balance in a multi-player shooter game.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Mixed-Initiative Creative Drawing with webIconoscope.
Proceedings of the Computational Intelligence in Music, Sound, Art and Design, 2017

Board Game Prototyping to Co-Design a Better Location-Based Digital Game.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Mixed-Initiative Creative Interfaces.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

RankTrace: Relative and unbounded affect annotation.
Proceedings of the Seventh International Conference on Affective Computing and Intelligent Interaction, 2017

Towards general models of player affect.
Proceedings of the Seventh International Conference on Affective Computing and Intelligent Interaction, 2017

2016
Evolving models of player decision making: Personas versus clones.
Entertain. Comput., 2016

The AIIDE 2015 Workshop Program.
AI Mag., 2016

Searching for Surprise.
Proceedings of the Seventh International Conference on Computational Creativity, 2016

Framing Tension for Game Generation.
Proceedings of the Seventh International Conference on Computational Creativity, 2016

Murder Mystery Generation from Open Data.
Proceedings of the Seventh International Conference on Computational Creativity, 2016

Surprise Search: Beyond Objectives and Novelty.
Proceedings of the 2016 on Genetic and Evolutionary Computation Conference, Denver, CO, USA, July 20, 2016

Exploring the Visual Styles of Arcade Game Assets.
Proceedings of the Evolutionary and Biologically Inspired Music, Sound, Art and Design, 2016

Discovering Social and Aesthetic Categories of Avatars: A Bottom-Up Artificial Intelligence Approach Using Image Clustering.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

Playing with Data: Procedural Generation of Adventures from Open Data.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

A holistic approach for semantic-based game generation.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Sonancia: A multi-faceted generator for horror.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Evolving missions to create game spaces.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Evolving missions for Dwarf quest dungeons.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Constrained surprise search for content generation.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

2015
Constrained Novelty Search: A Study on Game Content Generation.
Evol. Comput., 2015

Iconoscope: Designing a Game for Fostering Creativity.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

MiniDungeons 2: An Experimental Game for Capturing and Modeling Player Decisions.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

The Coralize Tool for Creating Underwater Environments.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

DrawCompileEvolve: Sparking Interactive Evolutionary Art with Human Creations.
Proceedings of the Evolutionary and Biologically Inspired Music, Sound, Art and Design, 2015

Procedural Personas as Critics for Dungeon Generation.
Proceedings of the Applications of Evolutionary Computation - 18th European Conference, 2015

AudioInSpace: Exploring the Creative Fusion of Generative Audio, Visuals and Gameplay.
Proceedings of the Evolutionary and Biologically Inspired Music, Sound, Art and Design, 2015

Targeting Horror via Level and Soundscape Generation.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

Refining the Paradigm of Sketching in AI-Based Level Design.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

Multi-Level Evolution of Shooter Levels.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

2014
The Case for a Mixed-Initiative Collaborative Neuroevolution Approach.
CoRR, 2014

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

Personas versus Clones for Player Decision Modeling.
Proceedings of the Entertainment Computing - ICEC 2014 - 13th International Conference, 2014

Computational Game Creativity.
Proceedings of the Fifth International Conference on Computational Creativity, 2014

Mixed-initiative co-creativity.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Generative agents for player decision modeling in games.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Searching for good and diverse game levels.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

The C<sup>2</sup>create authoring tool: Fostering creativity via game asset creation.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Designer modeling for Sentient Sketchbook.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Evolving personas for player decision modeling.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

2013
Transforming Exploratory Creativity with DeLeNoX, .
Proceedings of the Fourth International Conference on Computational Creativity, 2013

Enhancements to constrained novelty search: two-population novelty search for generating game content.
Proceedings of the Genetic and Evolutionary Computation Conference, 2013

Sentient Sketchbook: Computer-aided game level authoring.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Sentient World: Human-Based Procedural Cartography - An Experiment in Interactive Sketching and Iterative Refining.
Proceedings of the Evolutionary and Biologically Inspired Music, Sound, Art and Design, 2013

Generating Map Sketches for Strategy Games.
Proceedings of the Applications of Evolutionary Computation - 16th European Conference, 2013

Adaptive game level creation through rank-based interactive evolution.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Towards a Generic Method of Evaluating Game Levels.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

2012
Adapting Models of Visual Aesthetics for Personalized Content Creation.
IEEE Trans. Comput. Intell. AI Games, 2012

2011
Neuroevolutionary constrained optimization for content creation.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Optimizing Visual Properties of Game Content Through Neuroevolution.
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2011


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