Noor Shaker
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Procedural content generation in games
N Shaker, J Togelius, MJ Nelson
Springer International Publishing, 2016
3842016
Towards automatic personalized content generation for platform games
N Shaker, G Yannakakis, J Togelius
Sixth Artificial Intelligence and Interactive Digital Entertainment Conference, 2010
2202010
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
1482011
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
1282012
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
1282012
Imitating human playing styles in super mario bros
J Ortega, N Shaker, J Togelius, GN Yannakakis
Entertainment Computing 4 (2), 93-104, 2013
862013
The mario ai championship 2009-2012
J Togelius, N Shaker, S Karakovskiy, GN Yannakakis
AI Magazine 34 (3), 89-92, 2013
732013
Fusing visual and behavioral cues for modeling user experience in games
N Shaker, S Asteriadis, GN Yannakakis, K Karpouzis
IEEE transactions on cybernetics 43 (6), 1519-1531, 2013
652013
Constructive generation methods for dungeons and levels
N Shaker, A Liapis, J Togelius, R Lopes, R Bidarra
Procedural Content Generation in Games, 31-55, 2016
642016
Crowdsourcing the aesthetics of platform games
N Shaker, GN Yannakakis, J Togelius
IEEE Transactions on Computational Intelligence and AI in Games 5 (3), 276-290, 2012
622012
Ropossum: An authoring tool for designing, optimizing and solving cut the rope levels
N Shaker, M Shaker, J Togelius
Ninth Artificial Intelligence and Interactive Digital Entertainment Conference, 2013
592013
A comparative evaluation of procedural level generators in the mario ai framework
B Horn, N Shaker, G Smith, J Togelius, S Dahlskog
Foundations of Digital Games 2014, 2014
552014
A game-based corpus for analysing the interplay between game context and player experience
N Shaker, S Asteriadis, GN Yannakakis, K Karpouzis
International Conference on Affective Computing and Intelligent Interaction …, 2011
542011
Evolving playable content for cut the rope through a simulation-based approach
N Shaker, M Shaker, J Togelius
Ninth Artificial Intelligence and Interactive Digital Entertainment Conference, 2013
532013
Assessing believability
J Togelius, GN Yannakakis, S Karakovskiy, N Shaker
Believable bots, 215-230, 2013
502013
Automatic generation and analysis of physics-based puzzle games
M Shaker, MH Sarhan, O Al Naameh, N Shaker, J Togelius
2013 IEEE Conference on Computational Inteligence in Games (CIG), 1-8, 2013
372013
The turing test track of the 2012 mario ai championship: entries and evaluation
N Shaker, J Togelius, GN Yannakakis, L Poovanna, VS Ethiraj, ...
2013 IEEE Conference on Computational Inteligence in Games (CIG), 1-8, 2013
342013
Feature analysis for modeling game content quality
N Shaker, GN Yannakakis, J Togelius
2011 IEEE Conference on Computational Intelligence and Games (CIG'11), 126-133, 2011
332011
Mixed-initiative content creation
A Liapis, G Smith, N Shaker
Procedural content generation in games, 195-214, 2016
262016
Grammars and L-systems with applications to vegetation and levels
J Togelius, N Shaker, J Dormans
Procedural Content Generation in Games, 73-98, 2016
252016
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