Philip Bontrager

Orcid: 0000-0002-1011-2976

According to our database1, Philip Bontrager authored at least 15 papers between 2016 and 2021.

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

Timeline

Legend:

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In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

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

Learning Controllable Content Generators.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Learning to Generate Levels From Nothing.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

2020
Deep Learning for Video Game Playing.
IEEE Trans. Games, 2020

Fully Differentiable Procedural Content Generation through Generative Playing Networks.
CoRR, 2020

Rotation, Translation, and Cropping for Zero-Shot Generalization.
Proceedings of the IEEE Conference on Games, 2020

PCGRL: Procedural Content Generation via Reinforcement Learning.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

2019
"Superstition" in the Network: Deep Reinforcement Learning Plays Deceptive Games.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

2018
Procedural Level Generation Improves Generality of Deep Reinforcement Learning.
CoRR, 2018

Deep Interactive Evolution.
Proceedings of the Computational Intelligence in Music, Sound, Art and Design, 2018

Deep Reinforcement Learning for General Video Game AI.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

DeepMasterPrints: Generating MasterPrints for Dictionary Attacks via Latent Variable Evolution<sup>*</sup>.
Proceedings of the 9th IEEE International Conference on Biometrics Theory, 2018

2017
DeepMasterPrint: Generating Fingerprints for Presentation Attacks.
CoRR, 2017

2016
Matching Games and Algorithms for General Video Game Playing.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016


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