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Georgios N. Yannakakis
Georgios N. Yannakakis
Professor, Director, Inst. of Digital Games, University of Malta | modl.ai
Verified email at um.edu.mt - Homepage
Title
Cited by
Cited by
Year
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
9502011
Artificial intelligence and games
GN Yannakakis, J Togelius
Springer 2, 2475-1502, 2018
7192018
Experience-driven procedural content generation
GN Yannakakis, J Togelius
IEEE Transactions on Affective Computing 2 (3), 147-161, 2011
6382011
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
4192010
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
4082009
Learning deep physiological models of affect
HP Martinez, Y Bengio, GN Yannakakis
IEEE Computational intelligence magazine 8 (2), 20-33, 2013
3562013
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
3342010
Towards automatic personalized content generation for platform games
N Shaker, G Yannakakis, J Togelius
Proceedings of the AAAI Conference on Artificial Intelligence and …, 2010
3162010
Sentient sketchbook: computer-assisted game level authoring
A Liapis, GN Yannakakis, J Togelius
ACM, 2013
3112013
Mixed-initiative co-creativity
GN Yannakakis, A Liapis, C Alexopoulos
Foundations of Digital Games, 2014
2862014
Player modeling
GN Yannakakis, P Spronck, D Loiacono, E André
Dagstuhl Publishing, 2013
2832013
Game AI revisited
GN Yannakakis
Proceedings of the 9th conference on Computing Frontiers, 285-292, 2012
2822012
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
2802011
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
2652014
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
2572009
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
2532010
Modeling player experience in super mario bros
C Pedersen, J Togelius, GN Yannakakis
2009 IEEE Symposium on Computational Intelligence and Games, 132-139, 2009
2452009
Search-based procedural content generation
J Togelius, GN Yannakakis, KO Stanley, C Browne
Applications of Evolutionary Computation: EvoApplicatons 2010: EvoCOMPLEX …, 2010
2252010
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
220*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
1912011
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