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List of works by Georgios N. Yannakakis

A Benchmark for Virtual Camera Control

scientific article published in 2015

A Game-Based Corpus for Analysing the Interplay between Game Context and Player Experience

A General-Purpose Expressive Algorithm for Room-Based Environments

scientific article published on 04 November 2022

A Panorama of Artificial and Computational Intelligence in Games

scientific article published in December 2015

A computational approach towards conflict resolution for serious games

A procedural procedural level generator generator

AI for General Strategy Game Playing

AI in computer games : generating interesting interactive opponents by the use of evolutionary computation

doctoral thesis

Adapting Models of Visual Aesthetics for Personalized Content Creation

Adapting virtual camera behaviour through player modelling

scientific article published on 5 March 2015

Adaptive game level creation through rank-based interactive evolution

Analysing the Relevance of Experience Partitions to the Prediction of Players’ Self-reports of Affect

Analyzing the impact of camera viewpoint on player psychophysiology

Artificial Intelligence and Games

2018 textbook by Georgios N. Yannakakis and Julian Togelius

Artificial evolution for the detection of group identities in complex artificial societies

Assessing Believability

AudioInSpace: Exploring the Creative Fusion of Generative Audio, Visuals and Gameplay

Capturing Player Enjoyment in Computer Games

Cellular automata for real-time generation of infinite cave levels

Combining local and global optimisation for virtual camera control

scientific article published in August 2010

Constrained novelty search: a study on game content generation

scientific article published on 11 August 2014

Controllable procedural map generation via multiobjective evolution

Correlation between heart rate, electrodermal activity and player experience in first-person shooter games

article published in 2010

Crowdsourcing the Aesthetics of Platform Games

Deep Multimodal Fusion

Designer modeling for Sentient Sketchbook

Digging Deeper into Platform Game Level Design: Session Size and Sequential Features

Diversified Virtual Camera Composition

scientific article published in 2012

Don’t Classify Ratings of Affect; Rank Them!

Emerging Cooperation With Minimal Effort: Rewarding Over Mimicking

Enhancements to constrained novelty search

scholarly article published 2013

Entertainment capture through heart rate activity in physical interactive playgrounds

Entertainment modeling through physiology in physical play

Erratum: Ranking vs. Preference: A Comparative Study of Self-reporting

scholarly article published in Lecture Notes in Computer Science

Ethics and Transparency in Game Data

scientific article published on 10 October 2024

Evolving Interesting Maps for a First Person Shooter

Evolving card sets towards balancing dominion

Evolving levels for Super Mario Bros using grammatical evolution

Evolving models of player decision making: Personas versus clones

Evolving personas for player decision modeling

article published in 2014

Experience-Driven Procedural Content Generation

Experience-driven procedural content generation (Extended abstract)

Extending neuro-evolutionary preference learning through player modeling

Fantasy, curiosity and challenge as adaptation indicators in multimodal dialogue systems for preschoolers

Feature analysis for modeling game content quality

Fusing visual and behavioral cues for modeling user experience in games

scientific article published in December 2013

Game Data Mining

scholarly article published 2013

Game adaptivity impact on affective physical interaction

Game and Player Feature Selection for Entertainment Capture

Generic Physiological Features as Predictors of Player Experience

Genetic search feature selection for affective modeling

Global search for occlusion minimisation in virtual camera control

scientific article published in July 2010

Grounding truth via ordinal annotation

Guest Editorial: Emotion in Games

Guest Editorial: Special Issue on Computational Aesthetics in Games

scientific article published in September 2012

Imitating human playing styles in Super Mario Bros

Interaction-based group identity detection via reinforcement learning and artificial evolution

scholarly article published 2013

Learning deep physiological models of affect

scholarly article by Hector P. Martinez et al published May 2013 in IEEE Computational Intelligence Magazine

Learning from preferences and selected multimodal features of players

Mining multimodal sequential patterns

Modeling Children's Entertainment in the Playware Playground

Modeling Player Experience for Content Creation

Modeling player experience in Super Mario Bros

Modelling Global Pattern Formations for Collaborative Learning Environments

Modelling and evaluation of complex scenarios with the Strategy Game Description Language

Modelling virtual camera behaviour through player gaze

scientific article published in 2011

Multimodal PTSD characterization via the StartleMart game

Multiobjective exploration of the StarCraft map space

Neuroevolutionary constrained optimization for content creation

scholarly article published August 2011

Player modeling using self-organization in Tomb Raider: Underworld

Predicting player behavior in Tomb Raider: Underworld

Preference Learning for Cognitive Modeling: A Case Study on Entertainment Preferences

Preference learning for affective modeling

Procedural Personas as Critics for Dungeon Generation

Procedural generation of music-guided weapons

Ranking vs. Preference: A Comparative Study of Self-reporting

Ratings are Overrated!

article published in 2015

Real-Time Game Adaptation for Optimizing Player Satisfaction

Real-time adaptation of augmented-reality games for optimizing player satisfaction

Real-time challenge balance in an RTS game using rtNEAT

Search-Based Procedural Content Generation: A Taxonomy and Survey

scientific article published in September 2011

Sentient World: Human-Based Procedural Cartography

Serious Games for Teaching Conflict Resolution: Modeling Conflict Dynamics

Shifting niches for community structure detection

Spicing Up Map Generation

Stress Detection for PTSD via the StartleMart Game

Surprise Search

TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES

The 2010 IEEE Conference on Computational Intelligence and Games Report [Society Briefs]

The 2010 Mario AI Championship: Level Generation Track

The C 2 create authoring tool: Fostering creativity via game asset creation

scholarly article published August 2014

The Mario AI Championship 2009-2012

article by Julian Togelius et al published 15 September 2013 in AI Magazine

The iLearnRW Game: Support for Students with Dyslexia in Class and at Home

The platformer experience dataset

The turing test track of the 2012 Mario AI Championship: Entries and evaluation

To rank or to classify? Annotating stress for reliable PTSD profiling

Towards Adaptive Virtual Camera Control in Computer Games

scientific article published in 2011

Towards Capturing and Enhancing Entertainment in Computer Games

Towards Detecting Clusters of Players using Visual and Gameplay Behavioral Cues

Towards Detecting Group Identities in Complex Artificial Societies

Towards Player Adaptivity in a Serious Game for Conflict Resolution

Towards Procedural Strategy Game Generation: Evolving Complementary Unit Types

article published in 2011

Towards affective camera control in games

Towards gaze-controlled platform games

article

Towards multiobjective procedural map generation

scholarly article published 2010

Towards player-driven procedural content generation

Towards procedural level generation for rehabilitation

User Modelling and Adaptive, Natural Interaction for Conflict Resolution

User Modelling and Adaptive, Natural Interaction for Conflict Resolution

Using reinforcement learning and artificial evolution for the detection of group identities in complex adaptive artificial societies

scholarly article published 2013

Validating Generic Metrics of Fairness in Game-Based Resource Allocation Scenarios with Crowdsourced Annotations

What is procedural content generation?