Search-based procedural content generation: A taxonomy and survey J Togelius, GN Yannakakis, KO Stanley, C Browne IEEE Transactions on Computational Intelligence and AI in Games 3 (3), 172-186, 2011 | 902 | 2011 |
Artificial intelligence and games GN Yannakakis, J Togelius Springer 2, 2475-1502, 2018 | 652 | 2018 |
Experience-driven procedural content generation GN Yannakakis, J Togelius IEEE Transactions on Affective Computing 2 (3), 147-161, 2011 | 617 | 2011 |
Correlation between heart rate, electrodermal activity and player experience in first-person shooter games A Drachen, LE Nacke, G Yannakakis, AL Pedersen Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, 49-54, 2010 | 416 | 2010 |
Player modeling using self-organization in Tomb Raider: Underworld A Drachen, A Canossa, GN Yannakakis 2009 IEEE symposium on computational intelligence and games, 1-8, 2009 | 393 | 2009 |
Learning deep physiological models of affect HP Martinez, Y Bengio, GN Yannakakis IEEE Computational intelligence magazine 8 (2), 20-33, 2013 | 347 | 2013 |
Modeling player experience for content creation C Pedersen, J Togelius, GN Yannakakis IEEE Transactions on Computational Intelligence and AI in Games 2 (1), 54-67, 2010 | 326 | 2010 |
Towards automatic personalized content generation for platform games N Shaker, G Yannakakis, J Togelius Proceedings of the AAAI Conference on Artificial Intelligence and …, 2010 | 301 | 2010 |
Sentient sketchbook: computer-assisted game level authoring A Liapis, GN Yannakakis, J Togelius ACM, 2013 | 299 | 2013 |
Mixed-initiative co-creativity GN Yannakakis, A Liapis, C Alexopoulos Foundations of Digital Games, 2014 | 274 | 2014 |
Player modeling GN Yannakakis, P Spronck, D Loiacono, E André Dagstuhl Publishing, 2013 | 269 | 2013 |
Game AI revisited GN Yannakakis Proceedings of the 9th conference on Computing Frontiers, 285-292, 2012 | 267 | 2012 |
What is procedural content generation? Mario on the borderline J Togelius, E Kastbjerg, D Schedl, GN Yannakakis Proceedings of the 2nd international workshop on procedural content …, 2011 | 258 | 2011 |
Real-time game adaptation for optimizing player satisfaction GN Yannakakis, J Hallam IEEE Transactions on Computational Intelligence and AI in Games 1 (2), 121-133, 2009 | 252 | 2009 |
A panorama of artificial and computational intelligence in games GN Yannakakis, J Togelius IEEE Transactions on Computational Intelligence and AI in Games 7 (4), 317-335, 2014 | 250 | 2014 |
Cellular automata for real-time generation of infinite cave levels L Johnson, GN Yannakakis, J Togelius Proceedings of the 2010 Workshop on Procedural Content Generation in Games, 1-4, 2010 | 239 | 2010 |
Modeling player experience in super mario bros C Pedersen, J Togelius, GN Yannakakis 2009 IEEE Symposium on Computational Intelligence and Games, 132-139, 2009 | 239 | 2009 |
Search-based procedural content generation J Togelius, GN Yannakakis, KO Stanley, C Browne Applications of Evolutionary Computation: EvoApplicatons 2010: EvoCOMPLEX …, 2010 | 218 | 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 | 208* | 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 | 190 | 2011 |