John Levine

Orcid: 0000-0001-7016-2978

According to our database1, John Levine authored at least 51 papers between 1990 and 2024.

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

Timeline

Legend:

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Links

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Bibliography

2024
Automated Marking in Undergraduate Programming Classes.
Proceedings of the 8th Conference on Computing Education Practice, 2024

2023
Why People Skip Music? On Predicting Music Skips using Deep Reinforcement Learning.
Proceedings of the 2023 Conference on Human Information Interaction and Retrieval, 2023

2021
On Skipping Behaviour Types in Music Streaming Sessions.
Proceedings of the CIKM '21: The 30th ACM International Conference on Information and Knowledge Management, Virtual Event, Queensland, Australia, November 1, 2021

2020
A Continuous Information Gain Measure to Find the Most Discriminatory Problems for AI Benchmarking.
Proceedings of the IEEE Congress on Evolutionary Computation, 2020

2019
Solving zero-sum extensive-form games with arbitrary payoff uncertainty models.
CoRR, 2019

Ensemble Decision Systems for General Video Game Playing.
Proceedings of the IEEE Conference on Games, 2019

2018
Seq2Seq Mimic Games: A Signaling Perspective.
CoRR, 2018

Deceptive Games.
Proceedings of the Applications of Evolutionary Computation, 2018

Ensemble Decision Making in Real-Time Games.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

2017
A hybrid Integer Programming and Variable Neighbourhood Search algorithm to solve Nurse Rostering Problems.
Eur. J. Oper. Res., 2017

Ensemble Framework for Real-time Decision Making.
CoRR, 2017

A hybrid integer and constraint programming approach to solve nurse rostering problems.
Comput. Oper. Res., 2017

2015
AI-based Game Design Patterns.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

2014
An investigation into 2048 AI strategies.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

2013
New Results for the Heterogeneous Multi-Processor Scheduling Problem using a Fast, Effective Local Search and Random Disruption.
CoRR, 2013

General Video Game Playing.
Proceedings of the Artificial and Computational Intelligence in Games, 2013

Towards a Video Game Description Language.
Proceedings of the Artificial and Computational Intelligence in Games, 2013

2012
Abstraction through clustering: complexity reduction in automated planning domains.
Int. J. Data Min. Model. Manag., 2012

Multidimensional pareto optimization of touchscreen keyboards for speed, familiarity and improved spell checking.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2010
Applying Clustering Techniques to Reduce Complexity in Automated Planning Domains.
Proceedings of the Intelligent Data Engineering and Automated Learning, 2010

Implicit Learning of Compiled Macro-Actions for Planning.
Proceedings of the ECAI 2010, 2010

2009
Evolutionary-based learning of generalised policies for AI planning domains.
Proceedings of the Genetic and Evolutionary Computation Conference, 2009

Improving control through subsumption in the EvoTanks domain.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

Realtime execution of automated plans using evolutionary robotics.
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009

2008
An evaluation of the benefits of look-ahead in Pac-Man.
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, 2008

Evolution of counter-strategies: Application of co-evolution to Texas Hold'em Poker.
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, 2008

Scaling-up behaviours in EvoTanks: Applying subsumption principles to artificial neural networks.
Proceedings of the 2008 IEEE Symposium on Computational Intelligence and Games, 2008

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

EvoTanks: Co-Evolutionary Development of Game-Playing Agents.
Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, 2007

An Investigation into Tournament Poker Strategy using Evolutionary Algorithms.
Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, 2007

Learning Macro-Actions for Arbitrary Planners and Domains.
Proceedings of the Seventeenth International Conference on Automated Planning and Scheduling, 2007

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

2004
Evolutionary approaches to fuzzy modelling for classification.
Knowl. Eng. Rev., 2004

Ant colony optimization and local search for bin packing and cutting stock problems.
J. Oper. Res. Soc., 2004

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

2003
Learning Action Strategies for Planning Domains Using Genetic Programming.
Proceedings of the Applications of Evolutionary Computing, 2003

Gene Network Reconstruction Using a Distributed Genetic Algorithm with a Backprop Local Search.
Proceedings of the Applications of Evolutionary Computing, 2003

Multi Niche Parallel GP with a Junk-Code Migration Model.
Proceedings of the Genetic Programming, 6th European Conference, EuroGP 2003, 2003

Task-Achieving Agents on the World Wide Web.
Proceedings of the Spinning the Semantic Web: Bringing the World Wide Web to Its Full Potential [outcome of a Dagstuhl seminar], 2003

2001
Applying adversarial planning techniques to Go.
Theor. Comput. Sci., 2001

Investigation of Different Seeding Strategies in a Genetic Planner.
Proceedings of the Applications of Evolutionary Computing, 2001

2000
O-P3: Supporting the Planning Process using Open Planning Process Panels.
IEEE Intell. Syst., 2000

Using AI Planning Technology for Army Small Unit Operations.
Proceedings of the Fifth International Conference on Artificial Intelligence Planning Systems, 2000

O-Plan: A Web-Based AI Planning Agent.
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on on Innovative Applications of Artificial Intelligence, July 30, 2000

1998
An Adversarial Planning Approach to Go.
Proceedings of the Computers and Games, First International Conference, 1998

Generation of Multiple Qualitatively Different Plan Options.
Proceedings of the Fourth International Conference on Artificial Intelligence Planning Systems, 1998

1995
Automatic generation of technical documentation.
Appl. Artif. Intell., 1995

1994
CORECT: Combining CSCW with Natural Language Generation for Collaborative Requirement Capture.
Proceedings of the Seventh International Workshop on Natural Language Generation, 1994

1993
Natural Language Generation Applications to Technical Documentation: A View Through IDAS.
Proceedings of the Trends in Natural Language Generation, 1993

1992
Automatic Generation of On-Line Documentation in the IDAS Project.
Proceedings of the 3rd Applied Natural Language Processing Conference, 1992

1990
PRAGMA - A Flexible Bidirectional Dialogue System.
Proceedings of the 8th National Conference on Artificial Intelligence. Boston, Massachusetts, USA, July 29, 1990


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