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Noor Shaker
Noor Shaker
在 create.aau.dk 的电子邮件经过验证 - 首页
标题
引用次数
引用次数
年份
Procedural content generation in games
N Shaker, J Togelius, MJ Nelson
Springer International Publishing 10, 978-3, 2016
8012016
Towards automatic personalized content generation for platform games
N Shaker, G Yannakakis, J Togelius
Proceedings of the AAAI Conference on Artificial Intelligence and …, 2010
3082010
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
1912011
Mixed-initiative content creation
A Liapis, G Smith, N Shaker
Procedural content generation in games, 195-214, 2016
1782016
Imitating human playing styles in super mario bros
J Ortega, N Shaker, J Togelius, GN Yannakakis
Entertainment Computing 4 (2), 93-104, 2013
1372013
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
1082016
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
1052013
The mario ai championship 2009-2012
J Togelius, N Shaker, S Karakovskiy, GN Yannakakis
Ai magazine 34 (3), 89-92, 2013
1032013
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
982013
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
912014
Assessing believability
J Togelius, GN Yannakakis, S Karakovskiy, N Shaker
Believable Bots: Can Computers Play Like People?, 215-230, 2012
792012
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
772013
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
772011
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
732012
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
572013
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
532014
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
532013
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
452016
The platformer experience dataset
K Karpouzis, GN Yannakakis, N Shaker, S Asteriadis
2015 International Conference on Affective Computing and Intelligent …, 2015
432015
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