Michael Cerny Green

Orcid: 0000-0003-3366-8165

According to our database1, Michael Cerny Green authored at least 36 papers between 2017 and 2023.

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

Timeline

Legend:

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PhD thesis 
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Links

Online presence:

On csauthors.net:

Bibliography

2023
Evolutionary Machine Learning and Games.
CoRR, 2023

Level Generation Through Large Language Models.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

2022
Learning to Generate Levels by Imitating Evolution.
CoRR, 2022

Impressions of the GDMC AI Settlement Generation Challenge in Minecraft.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Mutation Models: Learning to Generate Levels by Imitating Evolution.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Learning Controllable 3D Level Generators.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Predicting Personas Using Mechanic Frequencies and Game State Traces.
Proceedings of the IEEE Congress on Evolutionary Computation, 2022

2021
Physics-informed attention-based neural network for solving non-linear partial differential equations.
CoRR, 2021

Exploring open-ended gameplay features with Micro RollerCoaster Tycoon.
CoRR, 2021

The AI Settlement Generation Challenge in Minecraft: First Year Report.
CoRR, 2021

Game Mechanic Alignment Theory and Discovery.
CoRR, 2021

Game Mechanic Alignment Theory.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

2020
The AI Settlement Generation Challenge in Minecraft.
Künstliche Intell., 2020

Mech-Elites: Illuminating the Mechanic Space of GVGAI.
CoRR, 2020

Automatic Critical Mechanic Discovery Using Playtraces in Video Games.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Mech-Elites: Illuminating the Mechanic Space of GVG-AI.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Bootstrapping Conditional GANs for Video Game Level Generation.
Proceedings of the IEEE Conference on Games, 2020

Mario Level Generation From Mechanics Using Scene Stitching.
Proceedings of the IEEE Conference on Games, 2020

Tree Search versus Optimization Approaches for Map Generation.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

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

Automatic Critical Mechanic Discovery in Video Games.
CoRR, 2019

Tree Search vs Optimization Approaches for Map Generation.
CoRR, 2019

Evolutionarily-Curated Curriculum Learning for Deep Reinforcement Learning Agents.
CoRR, 2019

Generative Design in Minecraft: Chronicle Challenge.
Proceedings of the Tenth International Conference on Computational Creativity, 2019

Intentional computational level design.
Proceedings of the Genetic and Evolutionary Computation Conference, 2019

Organic building generation in minecraft.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

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

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

Generative design in minecraft (GDMC): settlement generation competition.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Generating levels that teach mechanics.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

AtDELFI: automatically designing legible, full instructions for games.
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

2017
General video game rule generation.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

"Press Space to Fire": Automatic Video Game Tutorial Generation.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017


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