Procedural content generation in games N Shaker, J Togelius, MJ Nelson Springer International Publishing, 2016 | 481 | 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 | 239 | 2010 |
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 | 162 | 2011 |
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 | 144* | 2012 |
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 | 144* | 2012 |
Imitating human playing styles in super mario bros J Ortega, N Shaker, J Togelius, GN Yannakakis Entertainment Computing 4 (2), 93-104, 2013 | 95 | 2013 |
The mario ai championship 2009-2012 J Togelius, N Shaker, S Karakovskiy, GN Yannakakis AI Magazine 34 (3), 89-92, 2013 | 80 | 2013 |
Constructive generation methods for dungeons and levels N Shaker, A Liapis, J Togelius, R Lopes, R Bidarra Procedural Content Generation in Games, 31-55, 2016 | 76 | 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 | 72 | 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 | 72 | 2013 |
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 | 64 | 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 | 63 | 2013 |
A comparative evaluation of procedural level generators in the mario ai framework B Horn, N Shaker, G Smith, J Togelius, S Dahlskog Foundations of Digital Games 2014, Ft. Lauderdale, Florida, USA (2014), 1-8, 2014 | 62 | 2014 |
A game-based corpus for analysing the interplay between game context and player experience N Shaker, S Asteriadis, GN Yannakakis, K Karpouzis International Conference on Affective Computing and Intelligent Interaction
, 2011 | 62 | 2011 |
Assessing believability J Togelius, GN Yannakakis, S Karakovskiy, N Shaker Believable bots, 215-230, 2013 | 53 | 2013 |
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 | 44 | 2013 |
Mixed-initiative content creation A Liapis, G Smith, N Shaker Procedural content generation in games, 195-214, 2016 | 41 | 2016 |
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 | 36 | 2013 |
Feature analysis for modeling game content quality N Shaker, GN Yannakakis, J Togelius 2011 IEEE Conference on Computational Intelligence and Games (CIG'11), 126-133, 2011 | 35 | 2011 |
Grammars and L-systems with applications to vegetation and levels J Togelius, N Shaker, J Dormans Procedural Content Generation in Games, 73-98, 2016 | 29 | 2016 |