Search Results - "Yannakakis, Georgios N."
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1
Deep learning for procedural content generation
Published in Neural computing & applications (01-01-2021)“…Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based…”
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Search-Based Procedural Content Generation: A Taxonomy and Survey
Published in IEEE transactions on computational intelligence and AI in games. (01-09-2011)“…The focus of this survey is on research in applying evolutionary and other metaheuristic search algorithms to automatically generating content for games, both…”
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3
The 2010 Mario AI Championship: Level Generation Track
Published in IEEE transactions on computational intelligence and AI in games. (01-12-2011)“…The Level Generation Competition, part of the IEEE Computational Intelligence Society (CIS)-sponsored 2010 Mario AI Championship, was to our knowledge the…”
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4
The Ordinal Nature of Emotions: An Emerging Approach
Published in IEEE transactions on affective computing (01-01-2021)“…Computational representation of everyday emotional states is a challenging task and, arguably, one of the most fundamental for affective computing. Standard…”
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5
Choose Your Weapon: Survival Strategies for Depressed AI Academics [Point of View]
Published in Proceedings of the IEEE (01-01-2024)“…As someone who does artificial intelligence (AI) research in a university, you develop a complicated relationship with the corporate AI research powerhouses,…”
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Affective Game Computing: A Survey
Published in Proceedings of the IEEE (01-10-2023)“…This article surveys the current state-of-the-art in affective computing (AC) principles, methods, and tools as applied to games. We review this emerging…”
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Controllable procedural map generation via multiobjective evolution
Published in Genetic programming and evolvable machines (01-06-2013)“…This paper shows how multiobjective evolutionary algorithms can be used to procedurally generate complete and playable maps for real-time strategy (RTS) games…”
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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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A Panorama of Artificial and Computational Intelligence in Games
Published in IEEE transactions on computational intelligence and AI in games. (01-12-2015)“…This paper attempts to give a high-level overview of the field of artificial and computational intelligence (AI/CI) in games, with particular reference to how…”
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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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11
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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12
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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13
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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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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The Ethics of AI in Games
Published in IEEE transactions on affective computing (01-01-2024)“…Video games are one of the richest and most popular forms of human-computer interaction and, hence, their role is critical for our understanding of human…”
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17
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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18
Don't Classify Ratings of Affect; Rank Them
Published in IEEE transactions on affective computing (01-07-2014)“…How should affect be appropriately annotated and how should machine learning best be employed to map manifestations of affect to affect annotations? What is…”
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Modeling Player Experience for Content Creation
Published in IEEE transactions on computational intelligence and AI in games. (01-03-2010)“…In this paper, we use computational intelligence techniques to built quantitative models of player experience for a platform game. The models accurately…”
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Fusing Visual and Behavioral Cues for Modeling User Experience in Games
Published in IEEE transactions on cybernetics (01-12-2013)“…Estimating affective and cognitive states in conditions of rich human-computer interaction, such as in games, is a field of growing academic and commercial…”
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