Evolving Playable Content for Cut the Rope through a Simulation-Based Approach. - Noor Shaker; Mohammad Shaker; Julian Togelius (AIIDE, 2013)

Ropossum: An Authoring Tool for Designing, Optimizing and Solving Cut the Rope Levels. - Noor Shaker; Mohammad Shaker; Julian Togelius (AIIDE, 2013)

Automatic generation and analysis of physics-based puzzle games. - Mohammad Shaker; Mhd Hasan Sarhan; Ola Al Naameh; Noor Shaker; Julian Togelius (CIG, 2013)

A Quantitative Approach for Modelling and Personalizing Player Experience in First-Person Shooter Games. - Noor Shaker; Mohammad Shaker; Ismaeel Abu-Abdallah; Mehdi Al-Zengi; Mohammad Hasan Sarhan (UMAP Workshops, 2013)

Towards Understanding the Nonverbal Signatures of Engagement in Super Mario Bros. - Noor Shaker; Mohammad Shaker (UMAP, 2014)

Towards Generic Models of Player Experience. - Noor Shaker; Mohammad Shaker; Mohamed Abou-Zleikha (AIIDE, 2015)

A Procedural Method for Automatic Generation of Spelunky Levels. - Walaa Baghdadi; Fawzya Shams Eddin; Rawan Al-Omari; Zeina Alhalawani; Mohammad Shaker; Noor Shaker (EvoApplications, 2015)

A Projection-Based Approach for Real-Time Assessment and Playability Check for Physics-Based Games. - Mohammad Shaker; Noor Shaker; Mohamed Abou-Zleikha; Julian Togelius (EvoApplications, 2015)

A Progressive Approach to Content Generation. - Mohammad Shaker; Noor Shaker; Julian Togelius; Mohamed Abou-Zleikha (EvoApplications, 2015)

Active Learning for Player Modeling. - Noor Shaker; Mohamed Abou-Zleikha; Mohammad Shaker (FDG, 2015)

Development and Laboratory Evaluation of an Online Controlling Algorithm for Precision Tillage. - Yashar Sabouri; Yousef Abbaspour-Gilandeh; Aliakbar Solhjou; Mohammad Shaker; Mariusz Szymanek; Maciej Sprawka (Sensors, 2021)