Book Chapters

 
  • K. Karpouzis and G. N. Yannakakis, “Introduction to Emotion in Games,” in Karpouzis and Yannakakis, (Eds.), Emotion in Games: Theory and Praxis. Springer, 2015. [pdf]
  • J. Togelius and G. N. Yannakakis, “Emotion-driven Level Design,” in Karpouzis and Yannakakis, (Eds.), Emotion in Games: Theory and Praxis. Springer, 2015. [pdf]
  • G. N. Yannakakis, H. P. Martinez and M. Garbarino “Psychophysiology in Games,” in Karpouzis and Yannakakis, (Eds.), Emotion in Games: Theory and Praxis. Springer, 2015. [pdf]
  • N. Shaker, J. Togelius and G. N. Yannakakis “The experience-driven perspective,” in Togelius et al., (Eds.), Procedural Content Generation in Games. A textbook and an overview of current research. 2015. [pdf]
  • N. Shaker, G. Smith and G. N. Yannakakis “Evaluating Content Generators,” in Togelius et al., (Eds.), Procedural Content Generation in Games. A textbook and an overview of current research. 2015. [pdf]
  • Y.-G. Cheong, R. Khaled, C. Holmgard and G. N. Yannakakis, “Serious Games for Teaching Conflict Resolution: Modeling Conflict Dynamics,” in Poggi et al., (Eds.), Conflict and negotiation: Social research and machine intelligence 2014. [pdf]
  • J. L. Nielsen, B. F. Jensen, T. Mahlmann, J. Togelius and G. N. Yannakakis, “AI for General Strategy Game Playing,” in Angelides and Agius (Eds.), Handbook of Digital Games, pp. 274-304, 2014. [pdf]
  • G. N. Yannakakis and A. Paiva, “Emotion in Games,” Calvo et al., (Eds.) Handbook of Affective Computing, 2014. Oxford University Press. [pdf]
  • G. N. Yannakakis, P. Spronck, D. Loiacono and E. Andre, “Player Modeling,” in Togelius et al., (Eds.), Dagstuhl Seminar on Artificial and Computational Intelligence in Games, 2013. [pdf]
  • A. Drachen, C. Thurau, J. Togelius, G. N. Yannakakis, and C. Bauckhage, “Game Data Mining,” in Seif El-Nasr et al. (Eds.) Game Analytics — Maximizing the Value of Player Data, pp. 205-253, 2013. Springer London [pdf]
  • J. Togelius, G. N. Yannakakis, S. Karakovskiy and N. Shaker, “Assessing Believability,” in Hingston (Ed.) Believable Bots, pp. 215-230, 2012. Springer Berlin Heidelberg. [pdf]
  • G. N. Yannakakis and J. Hallam, “Capturing Player Enjoyment in Computer Games,” in Jain and Baba (Eds.) Advanced Intelligent Paradigms in Computer Games, pp. 175-201, 2007. Springer-Verlag. [pdf]
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