BibSLEIGH corpus
BibSLEIGH tags
BibSLEIGH bundles
BibSLEIGH people
Open Knowledge
XHTML 1.0 W3C Rec
CSS 2.1 W3C CanRec
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Travelled to:
1 × Australia
1 × Austria
1 × Brazil
2 × Italy
Collaborated with:
Matthew Stephenson P.Zhang J.J.Li R.Martin-Hughes A.G.Cohn M.Sridhar Xiaoyu Ge Tommy Liu Peng Zhang 0021 Diego Perez Liebana Raluca D. Gaina S.M.Lucas
Talks about:
angri (8) bird (8) game (5) spatial (4) physic (4) level (4) generat (3) complex (3) qualit (3) agent (3)

Person: Jochen Renz

DBLP DBLP: Renz:Jochen

Contributed to:

KR 20142014
KR 20122012
KR 20082008
SAC 20082008
KR 19981998
AIIDE 20162016
CIG 20162016
AIIDE 20172017
CIG 20172017
FDG 20182018
CoG 20192019

Wrote 14 papers:

KR-2014-ZhangR #algebra #reasoning #representation
Qualitative Spatial Representation and Reasoning in Angry Birds: The Extended Rectangle Algebra (PZ, JR).
KR-2012-CohnRS #analysis #representation #video
Thinking Inside the Box: A Comprehensive Spatial Representation for Video Analysis (AGC, JR, MS).
KR-2012-Renz #constraints #reasoning
Implicit Constraints for Qualitative Spatial and Temporal Reasoning (JR).
KR-2008-RenzL #automation #calculus #complexity #proving
Automated Complexity Proofs for Qualitative Spatial and Temporal Calculi (JR, JJL), pp. 715–723.
SAC-2008-Martin-HughesR #scalability
Examining the motivations of defection in large-scale open systems (RMH, JR), pp. 2035–2039.
KR-1998-Renz #calculus #canonical
A Canonical Model of the Region Connection Calculus (JR), pp. 330–341.
AIIDE-2016-StephensonR #game studies #generative #physics
Procedural Generation of Levels for Angry Birds Style Physics Games (MS, JR), pp. 225–231.
CIG-2016-StephensonR #generative
Procedural generation of complex stable structures for angry birds levels (MS, JR), pp. 1–8.
Creating a Hyper-Agent for Solving Angry Birds Levels (MS, JR), pp. 234–240.
AIIDE-2017-StephensonRG #complexity #game studies
The Computational Complexity of Angry Birds and Similar Physics-Simulation Games (MS, JR, XG), pp. 241–247.
CIG-2017-LiebanaSGRL #game studies #physics #video
Introducing real world physics and macro-actions to general video game ai (DPL, MS, RDG, JR, SML), pp. 248–255.
CIG-2017-StephensonR #game studies #generative #physics
Generating varied, stable and solvable levels for angry birds style physics games (MS, JR), pp. 288–295.
FDG-2018-StephensonR #game studies #towards
Deceptive angry birds: towards smarter game-playing agents (MS, JR), p. 10.
CoG-2019-LiuR0S #heuristic #performance #using
Using Restart Heuristics to Improve Agent Performance in Angry Birds (TL, JR, PZ0, MS), pp. 1–8.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
Hosted as a part of SLEBOK on GitHub.