Georgios N. Yannakakis

According to our database1, Georgios N. Yannakakis authored at least 170 papers between 2004 and 2018.

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

Timeline

Legend:

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In proceedings 
Article 
PhD thesis 
Other 

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Bibliography

2018
Quality Diversity Through Surprise.
CoRR, 2018

The Ordinal Nature of Psychophysiology.
Proceedings of the 5th International Conference on Physiological Computing Systems, 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

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

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.
Entertainment Computing, 2016

Searching for Surprise.
Proceedings of the Seventh International Conference on Computational Creativity, UPMC, Paris, France, June 27, 2016

Framing Tension for Game Generation.
Proceedings of the Seventh International Conference on Computational Creativity, UPMC, Paris, France, June 27, 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. Intellig. and AI in Games, 2015

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

Ratings are Overrated!
Front. ICT, 2015

Constrained Novelty Search: A Study on Game Content Generation.
Evolutionary Computation, 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. Computational Collective Intelligence, 2014

Guest Editorial: Emotion in Games.
IEEE Trans. Affective Computing, 2014

Don't Classify Ratings of Affect; Rank Them!
IEEE Trans. Affective Computing, 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 C2create 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. Cybernetics, 2013

Crowdsourcing the Aesthetics of Platform Games.
IEEE Trans. Comput. Intellig. and AI in Games, 2013

Controllable procedural map generation via multiobjective evolution.
Genetic Programming and Evolvable Machines, 2013

Imitating human playing styles in Super Mario Bros.
Entertainment Computing, 2013

Active Player Modelling.
CoRR, 2013

Learning Deep Physiological Models of Affect.
IEEE Comp. Int. Mag., 2013

The Mario AI Championship 2009-2012.
AI Magazine, 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

User Modelling and Adaptive, Natural Interaction for Conflict Resolution.
Proceedings of the 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction, 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. Intellig. and AI in Games, 2012

Guest Editorial: Special Issue on Computational Aesthetics in Games.
IEEE Trans. Comput. Intellig. and AI in 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

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

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

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

Experience-Driven Procedural Content Generation.
IEEE Trans. Affective Computing, 2011

The 2010 IEEE Conference on Computational Intelligence and Games Report [Society Briefs].
IEEE Comp. Int. 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

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. Intellig. and AI in Games, 2010

Psychophysiological Correlations with Gameplay Experience Dimensions
CoRR, 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. Systems, Man, and Cybernetics, Part A, 2009

Real-Time Game Adaptation for Optimizing Player Satisfaction.
IEEE Trans. Comput. Intellig. and AI in 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. Evolutionary Computation, 2007

Modeling and Augmenting Game Entertainment through Challenge and Curiosity.
International Journal on Artificial Intelligence Tools, 2007

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

Towards Optimizing Entertainment in Computer Games.
Applied Artificial Intelligence, 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

Review of "Synthetic Creatures with Learning and Reactive Behaviors by Alex J. Champandard", New Riders Publishing, 2004, 768 pp.
Computers in Entertainment, 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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