Search Results - "Liapis, Antonios"
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Using dates as contextual information for personalised cultural heritage experiences
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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2
Learn to Machine Learn via Games in the Classroom
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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Introduction to the GaLA Conf 2019 Special Issue
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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4
SuSketch: Surrogate Models of Gameplay as a Design Assistant
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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5
Playing Against the Board: Rolling Horizon Evolutionary Algorithms Against Pandemic
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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6
Affect in Spatial Navigation: A Study of Rooms
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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7
The Arousal Video Game AnnotatIoN (AGAIN) Dataset
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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8
The Pixels and Sounds of Emotion: General-Purpose Representations of Arousal in Games
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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9
Constrained novelty search: a study on game content generation
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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10
Quality Diversity Through Surprise
Published in IEEE transactions on evolutionary computation (01-08-2019)“…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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11
A Multifaceted Surrogate Model for Search-Based Procedural Content Generation
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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12
Modelling Affect for Horror Soundscapes
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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13
Automated Playtesting With Procedural Personas Through MCTS With Evolved Heuristics
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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14
Open-Ended Evolution for Minecraft Building Generation
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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15
From the Lab to the Wild: Affect Modeling Via Privileged Information
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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16
Orchestrating Game Generation
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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17
Large Language Models and Games: A Survey and Roadmap
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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18
Dungeons & Replicants II: Automated Game Balancing Across Multiple Difficulty Dimensions via Deep Player Behavior Modeling
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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Explainable AI for Designers: A Human-Centered Perspective on Mixed-Initiative Co-Creation
Published in 2018 IEEE Conference on Computational Intelligence and Games (CIG) (01-08-2018)“…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 -
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Guest Editorial Special Issue on AI-Based and AI-Assisted Game Design
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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