Georgios N. Yannakakis

Affiliations:
  • University of Malta, Institute of Digital Games
  • IT University of Copenhagen, Denmark


According to our database1, Georgios N. Yannakakis authored at least 258 papers between 2004 and 2024.

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

Timeline

Legend:

Book 
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PhD thesis 
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Online presence:

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Bibliography

2024
CIS Publication Spotlight [Publication Spotlight].
IEEE Comput. Intell. Mag., February, 2024

Choose Your Weapon: Survival Strategies for Depressed AI Academics [Point of View].
Proc. IEEE, January, 2024

The Ethics of AI in Games.
IEEE Trans. Affect. Comput., 2024

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

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

Affective Game Computing: A Survey.
Proc. IEEE, October, 2023

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

CIS Publication Spotlight [Publication Spotlight].
IEEE Comput. Intell. Mag., May, 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

Choose Your Weapon: Survival Strategies for Depressed AI Academics.
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

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

Lode Enhancer: Level Co-creation Through Scaling.
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
Editorial Leveling Up!
IEEE Trans. Games, 2022

Play With One's Feelings: A Study on Emotion Awareness for Player Experience.
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

CIS Publication Spotlight [Publication Spotlight].
IEEE Comput. Intell. Mag., 2022

CIS Publication Spotlight.
IEEE Comput. Intell. Mag., 2022

AI and Games: The Virtuous Cycle.
Proceedings of the SETN 2022: 12th Hellenic Conference on Artificial Intelligence, Corfu Greece, September 7, 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

The Fun Facets of Mario: Multifaceted Experience-Driven PCG via Reinforcement Learning.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 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

The Ordinal Nature of Emotions: An Emerging Approach.
IEEE Trans. Affect. Comput., 2021

For Honor, for Toxicity: Detecting Toxic Behavior through Gameplay.
Proc. ACM Hum. Comput. Interact., 2021

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

Keiki: Towards Realistic Danmaku Generation via Sequential GANs.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

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

Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study.
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 GaLA Conf 2019 Special Issue.
Int. J. Serious Games, 2020

Evolutionary computation and games.
Proceedings of the GECCO '20: Genetic and Evolutionary Computation Conference, 2020

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

Moment-to-moment Engagement Prediction through the Eyes of the Observer: PUBG Streaming on Twitch.
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

Guest Editorial Intelligence in Serious Games.
IEEE Trans. Games, 2019

Orchestrating Game Generation.
IEEE Trans. Games, 2019

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

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

Artificial General Intelligence in Games: Where Play Meets Design and User Experience (NII Shonan Meeting 130).
NII Shonan Meet. Rep., 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

Digital Games in Non-formal and Informal Learning Practices for Science Learning: A Case Study.
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

An Experiment on Game Facet Combination\.
Proceedings of the IEEE Conference on 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

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

Evolutionary computation and games tutorial.
Proceedings of the Genetic and Evolutionary Computation Conference Companion, 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

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

The Ordinal Nature of Psychophysiology.
Proceedings of the 2nd International Conference on Computer-Human Interaction Research and Applications, 2018

Artificial Intelligence and Games.
Springer, ISBN: 978-3-319-63518-7, 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

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

The ordinal nature of emotions.
Proceedings of the Seventh International Conference on Affective Computing and Intelligent Interaction, 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

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

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

General general game AI.
Proceedings of the IEEE Conference on Computational Intelligence and 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

Platformer level design for player believability.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

2015
Adapting virtual camera behaviour through player modelling.
User Model. User Adapt. Interact., 2015

A Panorama of Artificial and Computational Intelligence in Games.
IEEE Trans. Comput. Intell. AI Games, 2015

Multimodal PTSD characterization via the StartleMart game.
J. Multimodal User Interfaces, 2015

Ratings are Overrated!
Frontiers ICT, 2015

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

The Preference Learning Toolbox.
CoRR, 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

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

A Benchmark for Virtual Camera Control.
Proceedings of the Applications of Evolutionary Computation - 18th European Conference, 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

Experience-driven procedural content generation (Extended abstract).
Proceedings of the 2015 International Conference on Affective Computing and Intelligent Interaction, 2015

Grounding truth via ordinal annotation.
Proceedings of the 2015 International Conference on Affective Computing and Intelligent Interaction, 2015

The platformer experience dataset.
Proceedings of the 2015 International Conference on Affective Computing and Intelligent Interaction, 2015

To rank or to classify? Annotating stress for reliable PTSD profiling.
Proceedings of the 2015 International Conference on Affective Computing and Intelligent Interaction, 2015

2014
Validating Generic Metrics of Fairness in Game-Based Resource Allocation Scenarios with Crowdsourced Annotations.
Trans. Comput. Collect. Intell., 2014

Guest Editorial: Emotion in Games.
IEEE Trans. Affect. Comput., 2014

Don't Classify Ratings of Affect; Rank Them!
IEEE Trans. Affect. Comput., 2014

The iLearnRW Game: Support for Students with Dyslexia in Class and at Home.
Proceedings of the 6th International Conference on Games and Virtual Worlds for Serious Applications, 2014

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

Deep Multimodal Fusion: Combining Discrete Events and Continuous Signals.
Proceedings of the 16th International Conference on Multimodal Interaction, 2014

Interweaving Story Coherence and Player Creativity through Story-Making Games.
Proceedings of the Interactive Storytelling, 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

Active player modelling.
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

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

Procedural generation of music-guided weapons.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

2013
Fusing Visual and Behavioral Cues for Modeling User Experience in Games.
IEEE Trans. Cybern., 2013

Crowdsourcing the Aesthetics of Platform Games.
IEEE Trans. Comput. Intell. AI Games, 2013

Controllable procedural map generation via multiobjective evolution.
Genet. Program. Evolvable Mach., 2013

Imitating human playing styles in Super Mario Bros.
Entertain. Comput., 2013

Learning Deep Physiological Models of Affect.
IEEE Comput. Intell. Mag., 2013

The Mario AI Championship 2009-2012.
AI Mag., 2013

Artificial evolution for the detection of group identities in complex artificial societies.
Proceedings of the IEEE Symposium on Artificial Life, 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

Interaction-based group identity detection via reinforcement learning and artificial evolution.
Proceedings of the Genetic and Evolutionary Computation Conference, 2013

Using reinforcement learning and artificial evolution for the detection of group identities in complex adaptive artificial societies.
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

Space Maze: Experience-driven game camera control.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Village Voices: An adaptive game for conflict resolution.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

The games for health prototype.
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

Player Modeling.
Proceedings of the Artificial and Computational Intelligence in Games, 2013

The turing test track of the 2012 Mario AI Championship: Entries and evaluation.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

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

Shifting niches for community structure detection.
Proceedings of the IEEE Congress on Evolutionary Computation, 2013

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

Decision Making Styles as Deviation from Rational Action: A Super Mario Case Study.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

Stress Detection for PTSD via the StartleMart Game.
Proceedings of the 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction, 2013

Game Data Mining.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

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

Guest Editorial: Special Issue on Computational Aesthetics in Games.
IEEE Trans. Comput. Intell. AI Games, 2012

Towards Detecting Clusters of Players using Visual and Gameplay Behavioral Cues.
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012

Does your profile say it all? Using demographics to predict expressive head movement during gameplay.
Proceedings of the Workshop and Poster Proceedings of the 20th Conference on User Modeling, 2012

Towards Detecting Group Identities in Complex Artificial Societies.
Proceedings of the From Animals to Animats 12, 2012

Generating Narrative Action Schemas for Suspense.
Proceedings of the 5th Workshop on Intelligent Narrative Technologies, 2012

User Modelling and Adaptive, Natural Interaction for Conflict Resolution.
Proceedings of the 12th IEEE International Conference on Advanced Learning Technologies, 2012

Modelling Global Pattern Formations for Collaborative Learning Environments.
Proceedings of the 12th IEEE International Conference on Advanced Learning Technologies, 2012

Digging Deeper into Platform Game Level Design: Session Size and Sequential Features.
Proceedings of the Applications of Evolutionary Computation, 2012

Diversified Virtual Camera Composition.
Proceedings of the Applications of Evolutionary Computation, 2012

Spicing Up Map Generation.
Proceedings of the Applications of Evolutionary Computation, 2012

Evolving levels for Super Mario Bros using grammatical evolution.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

A procedural procedural level generator generator.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

Game AI revisited.
Proceedings of the Computing Frontiers Conference, CF'12, 2012

Towards player-driven procedural content generation.
Proceedings of the Computing Frontiers Conference, CF'12, 2012

Evolving card sets towards balancing dominion.
Proceedings of the IEEE Congress on Evolutionary Computation, 2012

Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution.
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012

Assessing Believability.
Proceedings of the Believable Bots, 2012

2011
Search-Based Procedural Content Generation: A Taxonomy and Survey.
IEEE Trans. Comput. Intell. AI Games, 2011

The 2010 Mario AI Championship: Level Generation Track.
IEEE Trans. Comput. Intell. AI Games, 2011

Experience-Driven Procedural Content Generation.
IEEE Trans. Affect. Comput., 2011

The 2010 IEEE Conference on Computational Intelligence and Games Report [Society Briefs].
IEEE Comput. Intell. Mag., 2011

Towards Player Adaptivity in a Serious Game for Conflict Resolution.
Proceedings of the Third International Conference on Games and Virtual Worlds for Serious Applications, 2011

Towards Adaptive Virtual Camera Control in Computer Games.
Proceedings of the Smart Graphics - 11th International Symposium, 2011

Mining multimodal sequential patterns: a case study on affect detection.
Proceedings of the 13th International Conference on Multimodal Interfaces, 2011

What is procedural content generation?: Mario on the borderline.
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, 2011

Modelling virtual camera behaviour through player gaze.
Proceedings of the Foundations of Digital Games, 2011

A computational approach towards conflict resolution for serious games.
Proceedings of the Foundations of Digital Games, 2011

Towards Procedural Strategy Game Generation: Evolving Complementary Unit Types.
Proceedings of the Applications of Evolutionary Computation, 2011

Evolving Interesting Maps for a First Person Shooter.
Proceedings of the Applications of Evolutionary Computation, 2011

Feature analysis for modeling game content quality.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Tutorials: Cultural Algorithms: Incorporating social intelligence into virtual worlds.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Towards gaze-controlled platform games.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

Modelling and evaluation of complex scenarios with the Strategy Game Description Language.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 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

Suggesting New Plot Elements for an Interactive Story.
Proceedings of the Intelligent Narrative Technologies IV, 2011

Emotion in Games.
Proceedings of the Affective Computing and Intelligent Interaction, 2011

Ranking vs. Preference: A Comparative Study of Self-reporting.
Proceedings of the Affective Computing and Intelligent Interaction, 2011

Erratum: Ranking vs. Preference: A Comparative Study of Self-reporting.
Proceedings of the Affective Computing and Intelligent Interaction, 2011

A Game-Based Corpus for Analysing the Interplay between Game Context and Player Experience.
Proceedings of the Affective Computing and Intelligent Interaction, 2011

Analysing the Relevance of Experience Partitions to the Prediction of Players' Self-reports of Affect.
Proceedings of the Affective Computing and Intelligent Interaction, 2011

Generic Physiological Features as Predictors of Player Experience.
Proceedings of the Affective Computing and Intelligent Interaction, 2011

2010
Towards affective camera control in games.
User Model. User Adapt. Interact., 2010

Modeling Player Experience for Content Creation.
IEEE Trans. Comput. Intell. AI Games, 2010

Psychophysiological Correlations with Gameplay Experience Dimensions
CoRR, 2010

Correlation between heart rate, electrodermal activity and player experience in first-person shooter games.
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, 2010

Genetic search feature selection for affective modeling: a case study on reported preferences.
Proceedings of the 3rd international workshop on Affective interaction in natural environments, 2010

Towards multiobjective procedural map generation.
Proceedings of the 2010 Workshop on Procedural Content Generation in Games, 2010

Cellular automata for real-time generation of infinite cave levels.
Proceedings of the 2010 Workshop on Procedural Content Generation in Games, 2010

Towards procedural level generation for rehabilitation.
Proceedings of the 2010 Workshop on Procedural Content Generation in Games, 2010

Search-Based Procedural Content Generation.
Proceedings of the Applications of Evolutionary Computation, 2010

Multiobjective exploration of the StarCraft map space.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Extending neuro-evolutionary preference learning through player modeling.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Predicting player behavior in Tomb Raider: Underworld.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

The Mario AI Championship.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Combining local and global optimisation for virtual camera control.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Global search for occlusion minimisation in virtual camera control.
Proceedings of the IEEE Congress on Evolutionary Computation, 2010

Towards Automatic Personalized Content Generation for Platform Games.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

2009
Preference Learning for Cognitive Modeling: A Case Study on Entertainment Preferences.
IEEE Trans. Syst. Man Cybern. Part A, 2009

Real-Time Game Adaptation for Optimizing Player Satisfaction.
IEEE Trans. Comput. Intell. AI Games, 2009

Fantasy, curiosity and challenge as adaptation indicators in multimodal dialogue systems for preschoolers.
Proceedings of the Second Workshop on Child, Computer and Interaction, 2009

Learning from preferences and selected multimodal features of players.
Proceedings of the 11th International Conference on Multimodal Interfaces, 2009

Towards Data-Driven Drama Management: Issues in Data Collection and Annotation.
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Modeling player experience in Super Mario Bros.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

Player modeling using self-organization in Tomb Raider: Underworld.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

Optimization of Platform Game Levels for Player Experience.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

Investigating the Interplay between Camera Viewpoints, Game Information, and Challenge.
Proceedings of the Fifth Artificial Intelligence and Interactive Digital Entertainment Conference, 2009

Preference learning for affective modeling.
Proceedings of the Affective Computing and Intelligent Interaction, 2009

Game adaptivity impact on affective physical interaction.
Proceedings of the Affective Computing and Intelligent Interaction, 2009

Analyzing the impact of camera viewpoint on player psychophysiology.
Proceedings of the Affective Computing and Intelligent Interaction, 2009

2008
Entertainment capture through heart rate activity in physical interactive playgrounds.
User Model. User Adapt. Interact., 2008

Entertainment modeling through physiology in physical play.
Int. J. Hum. Comput. Stud., 2008

How to model and augment player satisfaction: a review.
Proceedings of the 1st Workshop on Child, Computer and Interaction, 2008

Real-time adaptation of augmented-reality games for optimizing player satisfaction.
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, 2008

Real-time challenge balance in an RTS game using rtNEAT.
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, 2008

2007
Capturing Player Enjoyment in Computer Games.
Proceedings of the Advanced Intelligent Paradigms in Computer Games, 2007

Emerging Cooperation With Minimal Effort: Rewarding Over Mimicking.
IEEE Trans. Evol. Comput., 2007

Modeling and Augmenting Game Entertainment through Challenge and Curiosity.
Int. J. Artif. Intell. Tools, 2007

The AIIDE 2007 Workshop on Optimizing Player Satisfaction.
AI Mag., 2007

Towards Optimizing Entertainment in Computer Games.
Appl. Artif. Intell., 2007

Game and Player Feature Selection for Entertainment Capture.
Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, 2007

Entertainment Modeling in Physical Play Through Physiology Beyond Heart-Rate.
Proceedings of the Affective Computing and Intelligent Interaction, 2007

2006
Towards Capturing and Enhancing Entertainment in Computer Games.
Proceedings of the Advances in Artificial Intelligence, 4th Helenic Conference on AI, 2006

Capturing Entertainment Through Heart Rate Dynamics in the Playware Playground.
Proceedings of the Entertainment Computing, 2006

Modeling Children's Entertainment in the Playware Playground.
Proceedings of the 2006 IEEE Symposium on Computational Intelligence and Games (CIG06), 2006

2005
AI in computer games : generating interesting interactive opponents by the use of evolutionary computation.
PhD thesis, 2005

A Generic Approach For Obtaining Higher Entertainment In Predator/Prey Games.
J. Game Dev., 2005

Review of "Synthetic Creatures with Learning and Reactive Behaviors by Alex J. Champandard", New Riders Publishing, 2004, 768 pp.
Comput. Entertain., 2005

Player Modeling Impact on Player's Entertainment in Computer Games.
Proceedings of the User Modeling 2005, 2005

A Generic Approach for Generating Interesting Interactive Pac-Man Opponents.
Proceedings of the 2005 IEEE Symposium on Computational Intelligence and Games (CIG05), 2005

Evolutionary computation variants for cooperative spatial coordination.
Proceedings of the IEEE Congress on Evolutionary Computation, 2005

2004
An evolutionary approach for interactive computer games.
Proceedings of the IEEE Congress on Evolutionary Computation, 2004


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