Anurag Sarkar

Orcid: 0000-0002-6680-9983

According to our database1, Anurag Sarkar authored at least 32 papers between 2015 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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Links

On csauthors.net:

Bibliography

2024
Procedural Content Generation via Knowledge Transformation (PCG-KT).
IEEE Trans. Games, March, 2024

2022
Latent Combinational Game Design.
CoRR, 2022

Ordering Levels in Human Computation Games using Playtraces and Level Structure.
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022

tile2tile: Learning Game Filters for Platformer Style Transfer.
Proceedings of the Eighteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2022

2021
Comparative Analysis of Classical and Predictive Control of Bidirectional Quasi Z-Source Converter.
Proceedings of the IECON 2021, 2021

Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Applying Rapid Crowdsourced Playtesting to a Human Computation Game.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

An Online System for Player-vs-Level Matchmaking in Human Computation Games.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Dungeon and Platformer Level Blending and Generation using Conditional VAEs.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Procedural Content Generation using Behavior Trees (PCGBT).
Proceedings of the Joint Proceedings of the AIIDE 2021 Workshops co-located with 17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2021)(AAAI 2021), 2021

2020
Controllable Level Blending between Games using Variational Autoencoders.
CoRR, 2020

Multi-Domain Level Generation and Blending with Sketches via Example-Driven BSP and Variational Autoencoders.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Sequential Segment-based Level Generation and Blending using Variational Autoencoders.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Towards Game Design via Creative Machine Learning (GDCML).
Proceedings of the IEEE Conference on Games, 2020

Game Level Clustering and Generation Using Gaussian Mixture VAEs.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Extracting Physics from Blended Platformer Game Levels.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

Conditional Level Generation and Game Blending.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

Exploring Level Blending Across Platformers via Paths and Affordances.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Evaluating and Comparing Skill Chains and Rating Systems for Dynamic Difficulty Adjustment.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

Pathfinding Agents for Platformer Level Repair.
Proceedings of the Joint Proceedings of the AIIDE 2020 Workshops co-located with 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2020), 2020

2019
Using rating arrays to estimate score distributions for player-versus-level matchmaking.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Inferring and Comparing Game Difficulty Curves using Player-vs-Level Match Data.
Proceedings of the IEEE Conference on Games, 2019

Using a Disjoint Skill Model for Game and Task Difficulty in Human Computation Games.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Transforming Game Difficulty Curves using Function Composition.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Comparing paid and volunteer recruitment in human computation games.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Meet your match rating: providing skill information and choice in player-versus-level matchmaking.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Desire Path-Inspired Procedural Placement of Coins in a Platformer Game.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

Blending Levels from Different Games using LSTMs.
Proceedings of the Joint Proceedings of the AIIDE 2018 Workshops co-located with 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2018), 2018

2017
Predicting Human Computation Game Scores with Player Rating Systems.
Proceedings of the Entertainment Computing - ICEC 2017, 2017

Engagement effects of player rating system-based matchmaking for level ordering in human computation games.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Level Difficulty and Player Skill Prediction in Human Computation Games.
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017

2015
A 'Mixed' Approach to Group Formation in Collaborative Learning.
Smart Comput. Rev., 2015


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