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Collaborated with:
Antonios Liapis Julian Togelius J.Hallam Noor Shaker Daniel Karavolos Héctor Perez Martínez Christoffer Holmgård R.Khaled Philip L. Lopes Paolo Burelli Anders Drachen Alessandro Canossa Chris Pedersen William Cachia Tobias Mahlmann Mike Preuss Constantine Alexopoulos Daniele Gravina Arnav Jhala Miguel Nicolau Michael O'Neill 0001 David Melhart Henrik Hautop Lund Jacob Kaae Olesen K.Hullett Andrea Picardi Yana Knight Ryan Abela Elizabeth Camilleri A.Dingli Owen Sacco Y.Cheong Corrado Grappiolo R.G.Reynolds Martin Schwartz M.Hitchens Sergey Karakovskiy Manuel Kerssemakers Jeppe Tuxen S.Asteriadis K.Karpouzis Luke Aquilina Daniel Ashlock Thomas Cuschieri Vincent-Emmanuel Farrugia Amy K. Hoover Evangelia V. Dimaraki Ahmed Khalifa Konstantinos Makantasis Konstantinos Sfikas Ahmad Azadvar Nicola Beume Simon Wessing J.Hagelbäck Jorge Muñoz Fiona Mulvey Dan Witzner Hansen Germán Gutiérrez Araceli Sanchis Raphael Patrick Prager Laura Troost Simeon Brüggenjürgen Joana Campos 0001 Carlos Martinho G.Ingram A.Paiva Likith Poovanna Vinay Sudha Ethiraj Stefan J. Johansson Leonard Kinnaird-Heether Tom Schumann Marcus Gallagher
Talks about:
game (29) player (16) model (15) level (13) generat (11) content (7) toward (7) mario (6) use (6) design (5)

Person: Georgios N. Yannakakis

DBLP DBLP: Yannakakis:Georgios_N=

Facilitated 2 volumes:

CIG 2010Ed
FDG 2013Ed

Contributed to:

CIG 20052005
CIG 20062006
CIG 20072007
CIG 20082008
AIIDE 20092009
CIG 20092009
DiGRA 20092009
AIIDE 20102010
CIG 20102010
AIIDE 20112011
CIG 20112011
FDG 20112011
VS-Games 20112011
AIIDE 20122012
CIG 20122012
VS-Games 20122012
AIIDE 20132013
CIG 20132013
FDG 20132013
CIG 20142014
FDG 20142014
VS-Games 20142014
AIIDE 20152015
FDG 20152015
CIG 20162016
FDG 20172017
CIG 20182018
FDG 20182018
CoG 20192019

Wrote 65 papers:

CIG-2005-YannakakisH #approach #generative #interactive
A Generic Approach for Generating Interesting Interactive Pac-Man Opponents (GNY, JH).
CIG-2006-YannakakisLH #modelling
Modeling Children's Entertainment in the Playware Playground (GNY, HHL, JH), pp. 134–141.
CIG-2007-YannakakisH #feature model #game studies
Game and Player Feature Selection for Entertainment Capture (GNY, JH), pp. 244–251.
CIG-2008-OlesenYH #challenge #game studies #realtime #using
Real-time challenge balance in an RTS game using rtNEAT (JKO, GNY, JH), pp. 87–94.
CIG-2008-YannakakisH #adaptation #game studies #optimisation #realtime
Real-time adaptation of augmented-reality games for optimizing player satisfaction (GNY, JH), pp. 103–110.
AIIDE-2009-JhalaSMY #challenge #game studies
Investigating the Interplay between Camera Viewpoints, Game Information, and Challenge (AJ, MS, HPM, GNY).
AIIDE-2009-PedersenTY #experience #framework #game studies #optimisation #platform
Optimization of Platform Game Levels for Player Experience (CP, JT, GNY).
CIG-2009-DrachenCY #modelling #self #using
Player modeling using self-organization in Tomb Raider: Underworld (AD, AC, GNY), pp. 1–8.
CIG-2009-PedersenTY #experience #modelling
Modeling player experience in Super Mario Bros (CP, JT, GNY), pp. 132–139.
DiGRA-2009-DrachenHJY #data-driven #towards
Towards Data-Driven Drama Management: Issues in Data Collection and Annotation (AD, MH, AJ, GNY).
AIIDE-2010-ShakerYT #automation #framework #game studies #generative #personalisation #platform #towards
Towards Automatic Personalized Content Generation for Platform Games (NS, GNY, JT).
CIG-2010-BurelliY #optimisation
Combining local and global optimisation for virtual camera control (PB, GNY), pp. 403–410.
CIG-2010-KarakovskiySTY
The Mario AI Championship (SK, NS, JT, GNY), pp. 1–3.
CIG-2010-MahlmannDTCY #behaviour #predict
Predicting player behavior in Tomb Raider: Underworld (TM, AD, JT, AC, GNY), pp. 178–185.
CIG-2010-MartinezHY #learning #modelling
Extending neuro-evolutionary preference learning through player modeling (HPM, KH, GNY), pp. 313–320.
CIG-2010-TogeliusPBWHY #multi
Multiobjective exploration of the StarCraft map space (JT, MP, NB, SW, JH, GNY), pp. 265–272.
AIIDE-2011-LiapisYT #game studies #optimisation #visual notation
Optimizing Visual Properties of Game Content Through Neuroevolution (AL, GNY, JT).
CIG-2011-LiapisYT #optimisation
Neuroevolutionary constrained optimization for content creation (AL, GNY, JT), pp. 71–78.
CIG-2011-MahlmannTY #evaluation #game studies #modelling
Modelling and evaluation of complex scenarios with the Strategy Game Description Language (TM, JT, GNY), pp. 174–181.
CIG-2011-MunozYMHGS #framework #game studies #platform #towards
Towards gaze-controlled platform games (JM, GNY, FM, DWH, GG, AS), pp. 47–54.
CIG-2011-ReynoldsAYTP #algorithm #named #social
Tutorials: Cultural Algorithms: Incorporating social intelligence into virtual worlds (RGR, DA, GNY, JT, MP).
CIG-2011-ShakerYT #analysis #game studies #modelling #quality
Feature analysis for modeling game content quality (NS, GNY, JT), pp. 126–133.
FDG-2011-CheongKGCMIPY #approach #game studies #towards
A computational approach towards conflict resolution for serious games (YGC, RK, CG, JC0, CM, GI, AP, GNY), pp. 15–22.
FDG-2011-PicardiBY #behaviour #modelling
Modelling virtual camera behaviour through player gaze (AP, PB, GNY), pp. 107–114.
VS-Games-2011-GrappioloCTKY #adaptation #game studies #towards
Towards Player Adaptivity in a Serious Game for Conflict Resolution (CG, YGC, JT, RK, GNY), pp. 192–198.
AIIDE-2012-ShakerYTNO #evolution #personalisation #using
Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution (NS, GNY, JT, MN, MO0).
CIG-2012-KerssemakersTTY #generative
A procedural procedural level generator generator (MK, JT, JT, GNY), pp. 335–341.
CIG-2012-ShakerNYTO #evolution #using
Evolving levels for Super Mario Bros using grammatical evolution (NS, MN, GNY, JT, MO0), pp. 304–311.
VS-Games-2012-AsteriadisKSY #behaviour #clustering #detection #towards #using #visual notation
Towards Detecting Clusters of Players using Visual and Gameplay Behavioral Cues (SA, KK, NS, GNY), pp. 140–147.
AIIDE-2013-HolmgardTY #case study
Decision Making Styles as Deviation from Rational Action: A Super Mario Case Study (CH, JT, GNY).
AIIDE-2013-LiapisYT #game studies #towards
Towards a Generic Method of Evaluating Game Levels (AL, GNY, JT).
CIG-2013-LiapisMTY #adaptation #evolution #game studies #interactive
Adaptive game level creation through rank-based interactive evolution (AL, HPM, JT, GNY), pp. 1–8.
CIG-2013-ShakerTYPEJRKSG #evaluation
The turing test track of the 2012 Mario AI Championship: Entries and evaluation (NS, JT, GNY, LP, VSE, SJJ, RGR, LKH, TS, MG), pp. 1–8.
FDG-2013-HolmgardYK #game studies #health #prototype
The games for health prototype (CH, GNY, RK), pp. 396–399.
FDG-2013-KhaledY #adaptation #game studies
Village Voices: An adaptive game for conflict resolution (RK, GNY), pp. 425–426.
FDG-2013-KnightMY #game studies
Space Maze: Experience-driven game camera control (YK, HPM, GNY), pp. 427–428.
FDG-2013-LiapisYT #authoring #game studies #sketching
Sentient Sketchbook: Computer-aided game level authoring (AL, GNY, JT), pp. 213–220.
CIG-2014-CachiaAMY #generative
Procedural generation of music-guided weapons (WC, LA, HPM, GNY), pp. 1–2.
CIG-2014-HolmgardLTY #evolution #modelling
Evolving personas for player decision modeling (CH, AL, JT, GNY), pp. 1–8.
CIG-2014-LiapisYT #design #modelling #sketching
Designer modeling for Sentient Sketchbook (AL, GNY, JT), pp. 1–8.
CIG-2014-LopesLY #authoring #game studies
The C2create authoring tool: Fostering creativity via game asset creation (PLL, AL, GNY), pp. 1–2.
FDG-2014-HolmgardLTY #game studies #generative #modelling
Generative agents for player decision modeling in games (CH, AL, JT, GNY).
FDG-2014-TogeliusSY #modelling
Active player modelling (JT, NS, GNY).
FDG-2014-YannakakisLA
Mixed-initiative co-creativity (GNY, AL, CA).
VS-Games-2014-CuschieriKFMY #game studies #student
The iLearnRW Game: Support for Students with Dyslexia in Class and at Home (TC, RK, VEF, HPM, GNY), pp. 1–2.
AIIDE-2015-CachiaLY #evolution #multi
Multi-Level Evolution of Shooter Levels (WC, AL, GNY), pp. 115–121.
AIIDE-2015-LiapisY #design #paradigm #sketching
Refining the Paradigm of Sketching in AI-Based Level Design (AL, GNY), pp. 128–134.
AIIDE-2015-LopesLY #generative
Targeting Horror via Level and Soundscape Generation (PLL, AL, GNY), pp. 37–43.
FDG-2015-AbelaLY
The Coralize Tool for Creating Underwater Environments (RA, AL, GNY).
FDG-2015-HolmgardLTY #game studies #modelling
MiniDungeons 2: An Experimental Game for Capturing and Modeling Player Decisions (CH, AL, JT, GNY).
FDG-2015-LiapisHYAD #design #game studies #named
Iconoscope: Designing a Game for Fostering Creativity (AL, AKH, GNY, CA, EVD).
CIG-2016-CamilleriYD #design #platform
Platformer level design for player believability (EC, GNY, AD), pp. 1–8.
CIG-2016-GravinaLY #generative
Constrained surprise search for content generation (DG, AL, GNY), pp. 1–8.
CIG-2016-KaravolosLY #evolution
Evolving missions for Dwarf quest dungeons (DK, AL, GNY), pp. 1–2.
CIG-2016-KaravolosLY16a #evolution #game studies
Evolving missions to create game spaces (DK, AL, GNY), pp. 1–8.
CIG-2016-LopesLY #generative #multi #named
Sonancia: A multi-faceted generator for horror (PLL, AL, GNY), pp. 1–2.
CIG-2016-SaccoLY #approach #game studies #generative #semantics
A holistic approach for semantic-based game generation (OS, AL, GNY), pp. 1–8.
CIG-2016-TogeliusY #game studies
General general game AI (JT, GNY), pp. 1–8.
FDG-2017-KaravolosLY #game studies #learning #multi
Learning the patterns of balance in a multi-player shooter game (DK, AL, GNY), p. 10.
CIG-2018-KaravolosLY #automation #design #using
Using a Surrogate Model of Gameplay for Automated Level Design (DK, AL, GNY), pp. 1–8.
FDG-2018-KaravolosLY #game studies
Pairing character classes in a deathmatch shooter game via a deep-learning surrogate model (DK, AL, GNY), p. 10.
CoG-2019-GravinaKLTY #generative #quality
Procedural Content Generation through Quality Diversity (DG, AK, AL, JT, GNY), pp. 1–8.
CoG-2019-LiapisKMSY #learning #multimodal
Fusing Level and Ruleset Features for Multimodal Learning of Gameplay Outcomes (AL, DK, KM, KS, GNY), pp. 1–8.
CoG-2019-MelhartACLY #modelling #motivation
Your Gameplay Says It All: Modelling Motivation in Tom Clancy's The Division (DM, AA, AC, AL, GNY), pp. 1–8.
CoG-2019-PragerTBMYP #empirical #game studies
An Experiment on Game Facet Combination (RPP, LT, SB, DM, GNY, MP), pp. 1–8.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
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