Search Results - "Liapis, Antonios"

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  1. 1

    Using dates as contextual information for personalised cultural heritage experiences by Dahroug, Ahmed, Vlachidis, Andreas, Liapis, Antonios, Bikakis, Antonis, López-Nores, Martín, Sacco, Owen, Pazos-Arias, José Juan

    Published in Journal of information science (01-02-2021)
    “…We present semantics-based mechanisms that aim to promote reflection on cultural heritage by means of dates (historical events or annual commemorations), owing…”
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    Journal Article
  2. 2

    Learn to Machine Learn via Games in the Classroom by Zammit, Marvin, Voulgari, Iro, Liapis, Antonios, Yannakakis, Georgios N.

    Published in Frontiers in education (Lausanne) (17-06-2022)
    “…Artificial Intelligence (AI) and Machine Learning (ML) algorithms are increasingly being adopted to create and filter online digital content viewed by…”
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    Journal Article
  3. 3

    Introduction to the GaLA Conf 2019 Special Issue by Liapis, Antonios, Yannakakis, Georgios N., Gentile, Manuel, Ninaus, Manuel

    Published in International journal of serious games (25-09-2020)
    “…It is a great pleasure for us to introduce this issue of the IJSG, which is dedicated to the Games and Learning Alliance Conference (GaLA Conf) that was held…”
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    Journal Article
  4. 4

    SuSketch: Surrogate Models of Gameplay as a Design Assistant by Migkotzidis, Panagiotis, Liapis, Antonios

    Published in IEEE transactions on games (01-06-2022)
    “…This paper introduces SuSketch, a design tool for first person shooter levels. SuSketch provides the designer with gameplay predictions for two competing…”
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    Journal Article
  5. 5

    Playing Against the Board: Rolling Horizon Evolutionary Algorithms Against Pandemic by Sfikas, Konstantinos, Liapis, Antonios

    Published in IEEE transactions on games (01-09-2022)
    “…Competitive board games have provided a rich and diverse testbed for artificial intelligence. This article contends that collaborative board games pose a…”
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    Journal Article
  6. 6

    Affect in Spatial Navigation: A Study of Rooms by Xylakis, Emmanouil, Liapis, Antonios, Yannakakis, Georgios N.

    Published in IEEE transactions on affective computing (06-11-2024)
    “…How do spaces make us feel? What is the perceived emotional impact of built form? This study proposes a framework to identify and model the effects that our…”
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    Journal Article
  7. 7

    The Arousal Video Game AnnotatIoN (AGAIN) Dataset by Melhart, David, Liapis, Antonios, Yannakakis, Georgios N.

    Published in IEEE transactions on affective computing (01-10-2022)
    “…How can we model affect in a general fashion, across dissimilar tasks, and to which degree are such general representations of affect even possible? To address…”
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    Journal Article
  8. 8

    The Pixels and Sounds of Emotion: General-Purpose Representations of Arousal in Games by Makantasis, Konstantinos, Liapis, Antonios, Yannakakis, Georgios N.

    Published in IEEE transactions on affective computing (01-01-2023)
    “…What if emotion could be captured in a general and subject-agnostic fashion? Is it possible, for instance, to design general-purpose representations that…”
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    Journal Article
  9. 9

    Constrained novelty search: a study on game content generation by Liapis, Antonios, Yannakakis, Georgios N, Togelius, Julian

    Published in Evolutionary computation (01-03-2015)
    “…Novelty search is a recent algorithm geared toward exploring search spaces without regard to objectives. When the presence of constraints divides a search…”
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    Journal Article
  10. 10

    Quality Diversity Through Surprise by Gravina, Daniele, Liapis, Antonios, Yannakakis, Georgios N.

    “…Quality diversity (QD) is a recent family of evolutionary search algorithms which focus on finding several well-performing ( quality ) yet different (…”
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    Journal Article
  11. 11

    A Multifaceted Surrogate Model for Search-Based Procedural Content Generation by Karavolos, Daniel, Liapis, Antonios, Yannakakis, Georgios

    Published in IEEE transactions on games (01-03-2021)
    “…This paper proposes a framework for the procedural generation of level and ruleset components of games via a surrogate model that assesses their quality and…”
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    Journal Article
  12. 12

    Modelling Affect for Horror Soundscapes by Lopes, Phil, Liapis, Antonios, Yannakakis, Georgios N.

    Published in IEEE transactions on affective computing (01-04-2019)
    “…The feeling of horror within movies or games relies on the audience's perception of a tense atmosphere—often achieved through sound accompanied by the…”
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    Journal Article
  13. 13

    Automated Playtesting With Procedural Personas Through MCTS With Evolved Heuristics by Holmgard, Christoffer, Green, Michael Cerny, Liapis, Antonios, Togelius, Julian

    Published in IEEE transactions on games (01-12-2019)
    “…This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called…”
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    Journal Article
  14. 14

    Open-Ended Evolution for Minecraft Building Generation by Barthet, Matthew, Liapis, Antonios, Yannakakis, Georgios N.

    Published in IEEE transactions on games (01-12-2023)
    “…This article proposes a procedural content generator which evolves Minecraft buildings according to an open-ended and intrinsic definition of novelty. To…”
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    Journal Article
  15. 15

    From the Lab to the Wild: Affect Modeling Via Privileged Information by Makantasis, Konstantinos, Pinitas, Kosmas, Liapis, Antonios, Yannakakis, Georgios N.

    Published in IEEE transactions on affective computing (01-04-2024)
    “…How can we reliably transfer affect models trained in controlled laboratory conditions ( in-vitro ) to uncontrolled real-world settings ( in-vivo )? The…”
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    Journal Article
  16. 16

    Orchestrating Game Generation by Liapis, Antonios, Yannakakis, Georgios N., Nelson, Mark J., Preuss, Mike, Bidarra, Rafael

    Published in IEEE transactions on games (01-03-2019)
    “…The design process is often characterized by and realized through the iterative steps of evaluation and refinement. When the process is based on a single…”
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    Journal Article
  17. 17

    Large Language Models and Games: A Survey and Roadmap by Gallotta, Roberto, Todd, Graham, Zammit, Marvin, Earle, Sam, Liapis, Antonios, Togelius, Julian, Yannakakis, Georgios N.

    Published in IEEE transactions on games (13-09-2024)
    “…Recent years have seen an explosive increase in research on large language models (LLMs), and accompanying public engagement on the topic. While starting as a…”
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    Journal Article
  18. 18

    Dungeons & Replicants II: Automated Game Balancing Across Multiple Difficulty Dimensions via Deep Player Behavior Modeling by Pfau, Johannes, Liapis, Antonios, Yannakakis, Georgios N., Malaka, Rainer

    Published in IEEE transactions on games (01-06-2023)
    “…Video game testing has become a major investment of time, labor, and expense in the game industry. Particularly the balancing of in-game units, characters, and…”
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    Journal Article
  19. 19

    Explainable AI for Designers: A Human-Centered Perspective on Mixed-Initiative Co-Creation by Zhu, Jichen, Liapis, Antonios, Risi, Sebastian, Bidarra, Rafael, Youngblood, G. Michael

    “…Growing interest in eXplainable Artificial Intelligence (XAI) aims to make AI and machine learning more understandable to human users. However, most existing…”
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    Conference Proceeding
  20. 20

    Guest Editorial Special Issue on AI-Based and AI-Assisted Game Design by Liapis, Antonios, Yannakakis, Georgios N., Cook, Michael, Colton, Simon

    Published in IEEE transactions on games (01-03-2019)
    “…The papers in this special section focus on game design based on artificial intelligence (AI). As researchers working with games, we are often faced with terms…”
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    Journal Article