Procedural content generation in games N Shaker, J Togelius, MJ Nelson Springer International Publishing 10, 978-3, 2016 | 801 | 2016 |
Towards automatic personalized content generation for platform games N Shaker, G Yannakakis, J Togelius Proceedings of the AAAI Conference on Artificial Intelligence and …, 2010 | 308 | 2010 |
Evolving levels for super mario bros using grammatical evolution N Shaker, M Nicolau, GN Yannakakis, J Togelius, M O'neill 2012 IEEE Conference on Computational Intelligence and Games (CIG), 304-311, 2012 | 212* | 2012 |
The 2010 Mario AI championship: Level generation track N Shaker, J Togelius, GN Yannakakis, B Weber, T Shimizu, T Hashiyama, ... IEEE Transactions on Computational Intelligence and AI in Games 3 (4), 332-347, 2011 | 191 | 2011 |
Mixed-initiative content creation A Liapis, G Smith, N Shaker Procedural content generation in games, 195-214, 2016 | 178 | 2016 |
Imitating human playing styles in super mario bros J Ortega, N Shaker, J Togelius, GN Yannakakis Entertainment Computing 4 (2), 93-104, 2013 | 137 | 2013 |
Constructive generation methods for dungeons and levels N Shaker, J Togelius, MJ Nelson, N Shaker, A Liapis, J Togelius, R Lopes, ... Procedural Content Generation in Games, 31-55, 2016 | 108 | 2016 |
Fusing visual and behavioral cues for modeling user experience in games N Shaker, S Asteriadis, GN Yannakakis, K Karpouzis IEEE transactions on cybernetics 43 (6), 1519-1531, 2013 | 105 | 2013 |
The mario ai championship 2009-2012 J Togelius, N Shaker, S Karakovskiy, GN Yannakakis Ai magazine 34 (3), 89-92, 2013 | 103 | 2013 |
Ropossum: An authoring tool for designing, optimizing and solving cut the rope levels N Shaker, M Shaker, J Togelius Proceedings of the AAAI Conference on Artificial Intelligence and …, 2013 | 98 | 2013 |
A comparative evaluation of procedural level generators in the mario ai framework B Horn, S Dahlskog, N Shaker, G Smith, J Togelius Foundations of Digital Games 2014, Ft. Lauderdale, Florida, USA (2014), 1-8, 2014 | 91 | 2014 |
Assessing believability J Togelius, GN Yannakakis, S Karakovskiy, N Shaker Believable Bots: Can Computers Play Like People?, 215-230, 2012 | 79 | 2012 |
Evolving playable content for cut the rope through a simulation-based approach N Shaker, M Shaker, J Togelius Proceedings of the AAAI Conference on Artificial Intelligence and …, 2013 | 77 | 2013 |
A game-based corpus for analysing the interplay between game context and player experience N Shaker, S Asteriadis, GN Yannakakis, K Karpouzis Affective Computing and Intelligent Interaction: Fourth International …, 2011 | 77 | 2011 |
Crowdsourcing the aesthetics of platform games N Shaker, GN Yannakakis, J Togelius IEEE Transactions on Computational Intelligence and AI in Games 5 (3), 276-290, 2012 | 73 | 2012 |
Automatic generation and analysis of physics-based puzzle games M Shaker, MH Sarhan, O Al Naameh, N Shaker, J Togelius 2013 IEEE Conference on Computational Inteligence in Games (CIG), 1-8, 2013 | 57 | 2013 |
Procedural content generation in games: A textbook and an overview of current research J Togelius, N Shaker, MJ Nelson Togelius N. Shaker M. Nelson Berlin: Springer, 2014 | 53 | 2014 |
The turing test track of the 2012 mario ai championship: entries and evaluation N Shaker, J Togelius, GN Yannakakis, L Poovanna, VS Ethiraj, ... 2013 IEEE Conference on Computational Inteligence in Games (CIG), 1-8, 2013 | 53 | 2013 |
Grammars and L-systems with applications to vegetation and levels N Shaker, J Togelius, MJ Nelson, J Togelius, N Shaker, J Dormans Procedural Content Generation in Games, 73-98, 2016 | 45 | 2016 |
The platformer experience dataset K Karpouzis, GN Yannakakis, N Shaker, S Asteriadis 2015 International Conference on Affective Computing and Intelligent …, 2015 | 43 | 2015 |