Search Results - "Yannakakis, Georgios N."

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  1. 1

    Deep learning for procedural content generation by Liu, Jialin, Snodgrass, Sam, Khalifa, Ahmed, Risi, Sebastian, Yannakakis, Georgios N., Togelius, Julian

    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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  2. 2

    Search-Based Procedural Content Generation: A Taxonomy and Survey by Togelius, J., Yannakakis, G. N., Stanley, K. O., Browne, C.

    “…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. 3

    The 2010 Mario AI Championship: Level Generation Track by Shaker, N., Togelius, J., Yannakakis, G. N., Weber, B., Shimizu, T., Hashiyama, T., Sorenson, N., Pasquier, P., Mawhorter, P., Takahashi, G., Smith, G., Baumgarten, R.

    “…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. 4

    The Ordinal Nature of Emotions: An Emerging Approach by Yannakakis, Georgios N., Cowie, Roddy, Busso, Carlos

    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. 5

    Choose Your Weapon: Survival Strategies for Depressed AI Academics [Point of View] by Togelius, Julian, Yannakakis, Georgios N.

    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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  6. 6

    Affective Game Computing: A Survey by Yannakakis, Georgios N., Melhart, David

    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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  7. 7

    Controllable procedural map generation via multiobjective evolution by Togelius, Julian, Preuss, Mike, Beume, Nicola, Wessing, Simon, Hagelbäck, Johan, Yannakakis, Georgios N., Grappiolo, Corrado

    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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  8. 8

    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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  9. 9

    A Panorama of Artificial and Computational Intelligence in Games by Yannakakis, Georgios N., Togelius, Julian

    “…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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  10. 10

    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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  11. 11

    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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  12. 12

    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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  13. 13

    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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  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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  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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  16. 16

    The Ethics of AI in Games by Melhart, David, Togelius, Julian, Mikkelsen, Benedikte, Holmgard, Christoffer, Yannakakis, Georgios N.

    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. 17

    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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  18. 18

    Don't Classify Ratings of Affect; Rank Them by Martinez, Hector P., Yannakakis, Georgios N., Hallam, John

    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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  19. 19

    Modeling Player Experience for Content Creation by Pedersen, C., Togelius, J., Yannakakis, G.N.

    “…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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  20. 20

    Fusing Visual and Behavioral Cues for Modeling User Experience in Games by Shaker, Noor, Asteriadis, Stylianos, Yannakakis, Georgios N., Karpouzis, Kostas

    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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