Conference Papers

 

2016

  • J. Togelius and G. N. Yannakakis, General General Game AI,” in Proceedings of the IEEE Computational Intelligence and Games Conference, 2016. [pdf]
  • O. Sacco, A. Liapis, and G. N. Yannakakis, “A Holistic Approach for Semantic-Based Game Generation,” in Proceedings of the IEEE Computational Intelligence and Games Conference, 2016. [pdf]
  • D. Karavolos, A. Liapis, and G. N. Yannakakis, “Evolving Missions to Create Game Spaces,” in Proceedings of the IEEE Computational Intelligence and Games Conference, 2016. [pdf]
  • E. Camilleri, G. N. Yannakakis, and A. Dingli, “Platformer Level Design for Player Believability,” in Proceedings of the IEEE Computational Intelligence and Games Conference, 2016. [pdf]
  • D. Gravina, A. Liapis, and G. N. Yannakakis, “Constrained Surprise Search for Content Generation,” in Proceedings of the IEEE Computational Intelligence and Games Conference, 2016. [pdf]
  • G. N. Yannakakis and A. Liapis, “Searching for Surprise,” in Proceedings of the Seventh International Conference on Computational Creativity, 2016. [pdf]
  • P. Lopes, A. Liapis and G. N. Yannakakis, “Framing Tension for Game Generation,” in Proceedings of the Seventh International Conference on Computational Creativity, 2016. [pdf]
  • D. Gravina, A. Liapis, G. N. Yannakakis, “Surprise Search: Beyond Objectives and Novelty,” in Proceedings of the Genetic and Evolutionary Computation Conference (GECCO), July 2016. [pdf]

2015

  • R. Abela, A. Liapis, G. N. Yannakakis, “A Constructive Approach for the Generation of Underwater Environments,” in Proceedings of the FDG workshop on Procedural Content Generation in Games, 2015. [pdf]
  • C. Holmgard, A. Liapis, J. Togelius, G. N. Yannakakis, “Monte-Carlo Tree Search for Persona Based Player Modeling,” in Proceedings of the AIIDE workshop on Player Modeling, 2015. [pdf]
  • A. Liapis, A. Hoover, G. N. Yannakakis, C. Alexopoulos, E. V. Dimaraki, “Motivating Visual Interpretations in Iconoscope: Designing a Game for Fostering Creativity,” in Proceedings of the 10th Conference on the Foundations of Digital Games, 2015. [pdf]
  • P. Lopes, A. Liapis, and G. N. Yannakakis, “Sonancia: Sonification of Procedurally Generated Game Levels,” in Proceedings of the ICCC workshop on Computational Creativity & Games, 2015. [pdf]
  • W. Cachia, A. Liapis, and G. N. Yannakakis, “Multi-Level Evolution of Shooter Levels,” in Proceedings of the AAAI Artificial Intelligence for Interactive Digital Entertainment Conference, 2015. [pdf]
  • A. Liapis, and G. N. Yannakakis, “Refining the Paradigm of Sketching in AI-Based Level Design,” in Proceedings of the AAAI Artificial Intelligence for Interactive Digital Entertainment Conference, 2015. [pdf]
  • P. Lopes, A. Liapis, and G. N. Yannakakis, “Targeting Horror via Level and Soundscape Generation,” in Proceedings of the AAAI Artificial Intelligence for Interactive Digital Entertainment Conference, 2015. [pdf]
  • P. Lopes, A. Hoover, and G. N. Yannakakis, “Toward Procedural Music in Digital Games,” in Proceedings of the Ludomusicology Conference, 2015. [pdf]
  • C. Holmgaard, G. N. Yannakakis, H. P. Martinez and K. I Karstoft, “To Rank or to Classify? Annotating Stress for Reliable PTSD Profiling,” in Proceedings of the Sixth International Conference on Affective Computing and Intelligent Interaction (ACII), 2015. [pdf]
  • K. Karpouzis, G. N. Yannakakis, N. Shaker, and S. Asteriadis, “The Platformer Experience Dataset,” in Proceedings of the Sixth International Conference on Affective Computing and Intelligent Interaction (ACII), 2015. [pdf]
  • G. N. Yannakakis and J. Togelius, “Experience-driven Procedural Content generation (Extended Abstract),” in Proceedings of the Sixth International Conference on Affective Computing and Intelligent Interaction (ACII), 2015. (Invited Paper) [pdf]
  • G. N. Yannakakis and H. P. Martinez, “Grounding Truth via Ordinal Annotation,” in Proceedings of the Sixth International Conference on Affective Computing and Intelligent Interaction (ACII), 2015. [pdf]
  • A. Liapis, C. Holmgard, G. N. Yannakakis, and J. Togelius, “Procedural Personas as Critics for Dungeon Generation,” in Proceedings of Applications of Evolutionary Computation, 2015. (Best Paper Award) [pdf]
  • A. K. Hoover, W. Cachia, A. Liapis, and G. N. Yannakakis, “AudioInSpace: A Proof-of-Concept Exploring the Creative Fusion of Generative Audio, Visuals and Gameplay,” in Proceedings of the 4th International Conference on Evolutionary and Biologically Inspired Music, Sound, Art and Design, 2015. [pdf]
  • P. Burelli and G. N Yannakakis, “A Benchmark for Virtual Camera Control,” in Proceedings of Applications of Evolutionary Computation, 2015. [pdf]

2014

  • M. P. Eladhari, P. L. Lopes and G. N. Yannakakis, “Interweaving Story Coherence and Player Creativity through Story-making Games,” in Proceedings of ICIDS, 2014. [pdf]
  • P. L. Lopes and G. N. Yannakakis, “Investigating Collaborative Creativity via Machine-Mediated Game Blending,” in Proceedings of AIIDE (Doctoral Consortium), 2014. [pdf]
  • H. P. Martinez and G. N. Yannakakis, “Deep Multimodal Fusion: Combining Discrete Events and Continuous Signals,” in Proceedings of the International Conference in Multimodal Interaction (ICMI), 2014. (Outstanding Paper Award Nominee) [pdf]
  • T. Cuschieri, R. Khaled, V. E. Farrugia, H. P. Martinez, G. N. Yannakakis, “The iLearnRW Game: Support for Students with Dyslexia in Class and at Home,” in Proceedings of the International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), 2014. [pdf]
  • C. Holmgård, A. Liapis, J. Togelius, and G. N. Yannakakis, “Personas versus Clones for Player Decision Modeling,” in Proceedings of the International Conference on Entertainment Computing, 2014. (to appear) [pdf]
  • W. Cachia, L. Aquilina, H. P. Martinez and G. N. Yannakakis, “Procedural Generation of Music-Guided Weapons,” in Proceedings of the IEEE Conference on Computational Intelligence and Games, 2014. IEEE [pdf]
  • P. Lopes, A. Liapis, and G. N. Yannakakis, “The C2Create Authoring Tool: Fostering Creativity via Game Asset Creation,” in Proceedings of the IEEE Conference on Computational Intelligence and Games, 2014. IEEE [pdf]
  • A. Liapis, G. N. Yannakakis, and J. Togelius, “Computational Game Creativity,” in Proceedings of the Fifth International Conference on Computational Creativity, 2014. [pdf]
  • A. Liapis, G. N. Yannakakis, and J. Togelius, “Designer Modeling for Sentient Sketchbook,” in Proceedings of the IEEE Conference on Computational Intelligence and Games, 2014. IEEE (Best Paper Award) [pdf]
  • G. N. Yannakakis, A. Liapis, C. Alexopoulos, “Mixed-Initiative Co-Creativity,” in Proceedings of the ACM Conference on Foundations of Digital Games, 2014. [pdf]
  • C. Holmgård, A. Liapis, J. Togelius, and G. N. Yannakakis, “Generative Agents for Player Decision Modeling in Games,” in Proceedings of the ACM Conference on Foundations of Digital Games, 2014. [pdf]
  • C. Holmgård, A. Liapis, J. Togelius, and G. N. Yannakakis, “Evolving Personas for Player Decision Modeling,” in Proceedings of the IEEE Conference on Computational Intelligence and Games, 2014. IEEE [pdf]

2013

  • K. Karpouzis, G. N. Yannakakis, A. Paiva, J. H. Nielsen, A. Vasalou, and A. Jhala “User modelling and adaptive, natural interaction for conflict resolution,” in Proceedings of the Affective Computing and Intelligent Interaction (ACII) conference, pp. 719-721, 2013. IEEE [pdf]
  • A. Liapis, G. N. Yannakakis, and J. Togelius, “Designer modeling for personalized game content creation tools,” in Proceedings of the AIIDE Workshop on Artificial Intelligence & Game Aesthetics, 2013. [pdf]
  • J. Togelius, N. Shaker, and G. N. Yannakakis, “Active Player Modelling,” arXiv preprint arXiv:1312.2936, 2013. [pdf]
  • C. Holmgård, J. Togelius, and G. N. Yannakakis, “Decision Making Styles as Deviation from Rational Action. A Super Mario Case Study,” in Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-13), Boston, Massachusetts, 2013. [pdf]
  • C. Holmgård, G. N. Yannakakis, K. I Karstoft, and H. S. Andersen, “Stress Detection for PTSD via the StartleMart Game,” in Proceedings of the Fifth International Conference of Affective Computing and Intelligent Interaction (ACII 2013), 2013. [pdf]
  • N. Shaker, J. Togelius, G. N. Yannakakis, L. Poovanna, V. S. Ethiraj, S. J. Johansson, R. G. Reynolds, L. K. Heether, T. Schumann, M. Gallagher, “The Turing Test Track of the 2012 Mario AI Championship: Entries and Evaluation,” in Proceedings of the 2013 IEEE Conference on Computational Intelligence and Games (CIG 2013), 2013. [pdf]
  • C. Grappiolo, J. Togelius, G. N. Yannakakis, “Interaction-based Group Identity Detection via Reinforcement Learning and Artificial Evolution,” in Proceedings of the Evolutionary Computation and Multi-agent Systems and Simulation workshop, Genetic and Evolutionary Computation Conference (GECCO), July, 2013. [pdf]
  • C. Grappiolo, J. Togelius, G. N. Yannakakis, “Using Reinforcement Learning and Artificial Evolution for the Detection of Group Identities in Complex Adaptive Artificial Societies,” in Proceedings of the Genetic and Evolutionary Computation Conference (GECCO), July, 2013. [pdf]
  • C. Grappiolo, J. Togelius, G. N. Yannakakis, “Shifting Niches for Community Structure Detection,” in Proceedings of the IEEE Congress on Evolutionary Computation, pp. 111-118, 2013. [pdf]
  • Y. G. Cheong, C. Grappiolo, C. Holmgaard, F. Berger, R. Khaled, G. N. Yannakakis, “Towards Validating Game Scenarios for Teaching Conflict Resolution,” in Proceedings of the Games for Learning workshop, 8th International Conference on Foundations of Digital Games, 2013. [pdf]
  • Y. Knight, H. P. Martinez, and G. N. Yannakakis, “Space Maze: Experience-driven game camera control,” in Proceedings of the 8th International Conference on Foundations of Digital Games, 2013, pp. 427–428. [pdf]
  • R. Khaled and G. N. Yannakakis, “Village Voices: An adaptive game for conflict resolution,” in Proceedings of the 8th International Conference on Foundations of Digital Games, 2013, pp. 425–426. [pdf]
  • C. Holmgård, G. N. Yannakakis, R. Khaled, “The Games for Health Prototype,” in Proceedings of the 8th International Conference on Foundations of Digital Games, 2013, pp. 396–399. [pdf]
  • A. Liapis, G. N. Yannakakis, J. Togelius, “Towards a Generic Method of Evaluating Game Levels,” in Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-13), Boston, Massachusetts, 2013. (Best Student Paper Award) [pdf]
  • A. Liapis, H. P. Martinez, J. Togelius and G. N. Yannakakis, “Adaptive Game Level Creation through Rank-based Interactive Evolution,” in Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG), pp. 71–78, 2013. (Best Paper Award Nominee) [pdf]
  • A. Liapis, G. N. Yannakakis, J. Togelius, “Enhancements to constrained novelty search: two-population novelty search for generating game content,” in Proceedings of the fifteenth annual conference on Genetic and evolutionary computation conference (GECCO ’13), pp. 343–350, 2013. (Best Paper Award) [pdf]
  • A. Liapis, H. P. Martinez, J. Togelius and G. N. Yannakakis, “Transforming Exploratory Creativity with DeLeNoX,” in Proceedings of the Fourth International Conference on Computational Creativity, pp. 71–78, 2013. [pdf]
  • A. Liapis, G. N. Yannakakis, J. Togelius, “Sentient Sketchbook: Computer-Aided Game Level Authoring,” in Proceedings of 8th Conference on Foundations of Digital Games, 2013, pp. 213–220. [pdf]
  • A. Liapis, G. N. Yannakakis, J. Togelius, “Sentient World: Human-Based Procedural Cartography,” in Proceedings of Evolutionary and Biologically Inspired Music, Sound, Art and Design (EvoMusArt), vol. 7834, LNCS. Springer, 2013, pp. 180–191. [pdf]
  • A. Liapis, G. N. Yannakakis, J. Togelius, “Generating Map Sketches for Strategy Games,” in Proceedings of Applications of Evolutionary Computation, vol. 7835, LNCS. Springer, 2013, pp. 264–273. [pdf]
  • C. Grappiolo, J. Togelius, and G. N. Yannakakis, “Artificial Evolution for the Detection of Group Identities in Complex Artificial Societies,” in Proc. of IEEE SSCI ALife, pp. 126-133 2013. [pdf]

2012

  • C. H. Pedersen, R. Khaled, G. N. Yannakakis, “Ethical Considerations in Designing Adaptive Persuasive Games,” in Proceedings of the 7th International Conference on Persuasive Technology, ACM, 2012. [pdf]
  • C. H. Pedersen, G. N. Yannakakis, “Epistemological Challenges for Operationalism in Player Experience Research,” in Proceedings of the Seventh International Conference on the Foundations of Digital Games; Workshop on Player Experience, ACM, 2012. [pdf]
  • S. Asteriadis, K. Karpouzis, N. Shaker, G. N. Yannakakis, “Does your profile say it all? Using demographics to predict expressive head movement during gameplay,” in 20th conference on User Modeling, Adaptation, and Personalization (UMAP 2012), Workshop on TV and multimedia personalization, Montreal, Canada, 2012. [pdf]
  • S. Asteriadis, N. Shaker, K. Karpouzis, G. N. Yannakakis, “Towards Player’s Affective and Behavioral Visual Cues as drives to Game Adaptation,” in LREC Workshop on Multimodal Corpora for Machine Learning, , Istanbul, May, 2012. [pdf]
  • S. Asteriadis, K. Karpouzis, N. Shaker, G. N. Yannakakis, “Towards Detecting Clusters of Players using Visual and Game-play Behavioral Cues,” in Proceedings of the 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12), Genoa, Italy, 2012. [pdf]
  • A. Liapis, G. N. Yannakakis, and J. Togelius “Limitations of Choice-Based Interactive Evolution for Game Level Design,” in Proceedings of the Workshop on Human Computation in Interactive Digital Entertainment, AIIDE, AAAI Press, 2012. [pdf]
  • S. Giannatos, M. Nelson, Y.-G. Cheong and G. N. Yannakakis, “Generating Narrative Action Schemas for Suspense,” in Proceedings of the 5th Workshop on Intelligent Narrative Technologies, AIIDE, AAAI Press, 2012. [pdf]
  • M. Kerssemakers, J. Tuxen, J. Togelius, G. N. Yannakakis,A Procedural Procedural Content Generator Generator,” in Proceedings of 2012 IEEE Conference on Computational Intelligence and Games, 2012. [pdf]
  • N. Shaker, M. Nicolau, G. N. Yannakakis, J. Togelius and M. O’Neill,Evolving Levels for Super Mario Bros Using Grammatical Evolution,” in Proceedings of 2012 IEEE Conference on Computational Intelligence and Games, 2012. [pdf]
  • N. Shaker, G. N. Yannakakis, J. Togelius, M. Nicolau, M. O’Neill, Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution,” in Proceedings of Artificial Intelligence and Interactive Digital Entertainment (AIIDE 12), 2012. [pdf]
  • C. Grappiolo, G. N. Yannakakis, Towards Detecting Group Identities in Complex Artificial Societies,” in Proceedings of the 12th International Conference on Simulation of Adaptive Behaviour (SAB), 2012. [pdf]
  • G. N. Yannakakis, Game AI Revisited,” in Proceedings of the 9th ACM Computing Frontiers Conference, pp. 285-292, 2012. (invited paper) [pdf]
  • C. Grappiolo, Y.-G. Cheong, R. Khaled, G. N. Yannakakis, Modelling Global Pattern Formations for Collaborative Learning Environments,” in Proceedings of IEEE International Conference on Advanced Learning Technologies, 2012. [pdf]
  • N. Shaker, G. N. Yannakakis and J. Togelius, Towards Player-Driven Procedural Content Generation,” in Proceedings of ACM Computing Frontiers Conference, pp. 237-240, 2012. [pdf]
  • P. Burelli, M. Preuss and G. N. Yannakakis, Diversified Virtual Camera Composition,” in Proceedings of EvoGames: Applications of Evolutionary Computation, Lecture Notes on Computer Science, 2012. [pdf]
  • N. Shaker, G. N. Yannakakis and J. Togelius, Digging deeper into platform game level design: session size and sequential features,” in Proceedings of EvoGames: Applications of Evolutionary Computation, Lecture Notes on Computer Science, 2012. [pdf]
  • T. Mahlmann, J. Togelius and G. N. Yannakakis, Evolving Card Sets Towards Balancing Dominion,” in Proceedings of IEEE World Congress on Computational Intelligence (WCCI), 2012. [pdf]
  • T. Mahlmann, J. Togelius and G. N. Yannakakis, Spicing up map generation,” in Proceedings of EvoGames: Applications of Evolutionary Computation, Lecture Notes on Computer Science, 2012. [pdf]

2011

  • H. P. Martinez and G. N. Yannakakis, Mining Multimodal Sequential Patterns: A Case Study on Affect Detection,” in Proceedings of the 13th International Conference on Multimodal Interaction (ICMI), November 2011, Alicante, ACM press. (Outstanding Student Paper Award) [pdf]
  • A. Liapis, G. N. Yannakakis and J. Togelius, “Optimizing visual properties of game content through neuroevolution,” in Proceedings of Artificial Intelligence and Interactive Digital Entertainment (AIIDE’11), October 2011. AAAI Press. [pdf]
  • S. Giannatos, M. Nelson, Y.-G. Cheong and G. N. Yannakakis, “Suggesting New Plot Elements for an Interactive Story,” in Proceedings of the 4th Workshop on Intelligent Narrative Technologies, AIIDE, AAAI Press, 2011. [pdf]
  • H. P. Martinez, M. Garbarino and G. N. Yannakakis, “Generic Physiological Features as Predictors of Player Experience,” in Proceedings of the 2011 Affective Computing and Intelligent Interaction Conference, Springer, 2011. [pdf]
  • G. N. Yannakakis and J. Hallam,Rating vs. Preference: A comparative study of self-reporting,” in Proceedings of the 2011 Affective Computing and Intelligent Interaction Conference, Springer, 2011. [pdf]
  • G. N. Yannakakis, K. Karpouzis, A. Paiva and E. Hudlicka, “Emotion in Games,” in Proceedings of the 2011 Affective Computing and Intelligent Interaction Conference; Emotion in Games (EmoGames) Workshop, Springer, 2011. [pdf]
  • H. P. Martinez and G. N. Yannakakis, “Analysing the Relevance of Experience Partitions to the Prediction of Players’ Self-Reports of Affect,” in Proceedings of the 2011 Affective Computing and Intelligent Interaction Conference; Emotion in Games (EmoGames) Workshop, Springer, 2011. [pdf]
  • N. Shaker, S. Asteriadis, G. N. Yannakakis, and K. Karpouzis,A Game-based Corpus for Analysing the Interplay between Game Context and Player Experience,” in Proceedings of the 2011 Affective Computing and Intelligent Interaction Conference; Emotion in Games (EmoGames) Workshop, Springer, 2011. [pdf]
  • N. Shaker, G. N. Yannakakis and J. Togelius,Feature Analysis for Modeling Game Content Quality,” in Proceedings of 2011 IEEE Conference on Computational Intelligence and Games, 2011. (Best Student Paper Award) [pdf]
  • J. Munoz, G. N. Yannakakis, F. Mulvey, D. Witzner, G. Gutierrez and A. Sanchis, Towards Gaze-Controlled Platform Games,” in Proceedings of 2011 IEEE Conference on Computational Intelligence and Games, 2011. [pdf]
  • A. Liapis, G. N. Yannakakis and J. Togelius, Neuroevolutionary Constrained Optimization for Content Creation,” in Proceedings of 2011 IEEE Conference on Computational Intelligence and Games, 2011. [pdf]
  • T. Mahlmann, J. Togelius and G. N. Yannakakis, “Modelling and evaluation of complex scenarios with the Strategy Game Description Language,” in Proceedings of 2011 IEEE Conference on Computational Intelligence and Games, 2011. [pdf]
  • P. Burelli and G. N. Yannakakis, Towards Adaptive Virtual Camera Control In Computer Games,” in Proceedings of Smartgraphics, 2011. [pdf]
  • J. Togelius, E. Kastbjerg, D. Schell, and G. N. Yannakakis,What is procedural content generation? Mario on the borderline,” in Proceedings of the Sixth International Conference on the Foundations of Digital Games; Workshop on Procedural Content Generation in Games, ACM, Bordeaux 2011. [pdf]
  • A. Picardi, P. Burelli and G. N. Yannakakis, “Modelling Virtual Camera  Behaviour Through Player Gaze,” in Proceedings of the Sixth International Conference on the Foundations of Digital Games, ACM, Bordeaux 2011. [pdf]
  • Y.-G. Cheong, R. Khaled, C. Grappiolo, J. Campos, C. Martinho, G. Ingram, A. Paiva and G. N. Yannakakis, “A Computational Approach Towards Conflict  Resolution for Serious Games,” in Proceedings of the Sixth International Conference on the Foundations of Digital Games, ACM, Bordeaux 2011. [pdf]
  • C. Grappiolo, G. N. Yannakakis, S. Asteriadis, and K. Karpouzis, “Towards multimodal player adaptivity in a serious game for fair resource distribution,” in Proceedings of IEEE Int. Conf on Multimedia & Expo 2011. [pdf]
  • C. Grappiolo, Y.-G. Cheong, R. Khaled, and G. N. Yannakakis, “Towards Player Adaptivity in a Serious Game for Conflict Resolution,” in Proceedings of the 3rd International Conference in Games and Virtual Worlds for Serious Applications, pp. 192-198, Athens, 2011. [pdf]
  • L. Cardamone, G. N. Yannakakis, J. Togelius and P. L. Lanzi, “Evolving Interesting Maps for a First Person Shooter,” in Proceedings of EvoGames: Applications of Evolutionary Computation, Lecture Notes on Computer Science vol. 6624, 2011. [pdf]
  • T. Mahlmann, J. Togelius and G. N. Yannakakis, “Towards Procedural Strategy Game Generation: Evolving Complementary Unit Types,” in Proceedings of EvoGames: Applications of Evolutionary Computation, Lecture Notes on Computer Science vol. 6624, p.93-102, 2011. (Best Paper Award Nominee) [pdf]

2010

  • N. Shaker, G. N. Yannakakis and J. Togelius, Towards Automatic Personalized Content Generation for Platform Games”, in Proceedings of Artificial Intelligence and Interactive Digital Entertainment (AIIDE’10), October 2010. AAAI Press. [pdf]
  • G. N. Yannakakis, J. Togelius, R. Khaled, A. Jhala, K. Karpouzis, A. Paiva, A. Vasalou, “Siren: Towards Adaptive Serious Games for Teaching Conflict Resolution,” in Proceedings of the 4th European Conference on Games Based Learning (ECGBL 10), Copenhagen, 2010 [pdf]
  • P. Burelli and G. N. Yannakakis, “Combining Local and Global Optimisation for Virtual Camera Control,” in Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games. pp. 403-401 [pdf]
  • H. P. Martinez, K. Hullett and G. N. Yannakakis, “Extending Neuro-evolutionary Preference Learning through Player Modeling,” in Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, pp 313-320 [pdf]
  • J. Togelius, M. Preuss, N. Beume, S. Wessing, J. Hagelbäck and G. N. Yannakakis. “Multiobjective Exploration of the StarCraft Map Space,” in Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, pp. 265-272 [pdf]
  • T. Mahlmann, A. Drachen, J. Togelius, A. Canossa, and G. N. Yannakakis. Predicting Player Behavior in Tomb Raider: Underworld,” in Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, pp. 178-185 [pdf]
  • P. Burelli and G. N. Yannakakis, “Global Search for Occlusion Minimization in Virtual Camera Control,” in Proceedings of the 2010 IEEE World Congress on Computational Intelligence, pp. 2718-2725, Barcelona, July 2010. [pdf]
  • A. Drachen, L. E. Nacke, G. N. Yannakakis and A. L. Pedersen, “Correlation between Heart Rate, Electrodermal Activity and Player Experience in First-Person Shooter Games,” in Proceedings of ACM SIGGRAPH, 2010. ACM Press.
  • L. Johnson, G. N. Yannakakis, and J. Togelius, “Cellular Automata for Real-time Generation of Infinite Cave Levels,” in Proceedings of the ACM Foundations of Digital Games, June 2010. ACM Press. [pdf]
  • J. Togelius, M. Preuss and G. N. Yannakakis, “Towards multiobjective procedural map generation” in Proceedings of the ACM Foundations of Digital Games, June 2010. ACM Press. [pdf]
  • D. Dimovska, P. Jarnfelt, S. Selvig and G. N. Yannakakis,Towards Procedural Level Generation for Rehabilitation,in Proceedings of the ACM Foundations of Digital Games, June 2010. ACM Press. [pdf]
  • J. Togelius, G. N. Yannakakis K. O. Stanley, and C. Browne, “Search-based Procedural Content Generation,” in Proceedings of the EvoStar Conference, LNCS, vol. 6024, April 2010, pp. 140-149, Springer. [pdf]

2009

  • T. Kannetis, A. Potamianos, and G. N. Yannakakis, “Fantasy, Curiosity and Challenge as Adaptation Indicators in Multimodal Dialogue Systems for Preschoolers,” in Proceedings of the Workshop on Child, Computer and Interaction (WOCCI’09), ICMI’09, November 2009, Cambridge, MA, ACM press.
  • G. N. Yannakakis, “Learning from Preferences and Selected Multimodal Features of Players,” in Proceedings of the Int. Conf. on Multimodal Interfaces (ICMI’09), November 2009, Cambridge, MA, ACM press. [pdf]
  • M. Schwartz, H. P. Martinez, G. N. Yannakakis, and A. Jhala, “Investigating the Interplay between Camera Viewpoints, Game Information, and Challenge,” in Proceedings of Artificial Intelligence and Interactive Digital Entertainment (AIIDE’09), October 2009. AAAI Press. [pdf]
  • C. Pedersen, J. Togelius, and G. N. Yannakakis, “Optimization of platform game levels for player experience,” in Proceedings of Artificial Intelligence and Interactive Digital Entertainment (AIIDE’09), October 2009. AAAI Press. [pdf]
  • C. Pedersen, J. Togelius, and G. N. Yannakakis, “Modeling Player Experience in Super Mario Bros,” in Proceedings of the IEEE Symposium on Computational Intelligence and Games, Milan, September, 2009. [pdf]
  • A. Drachen, A. Canossa, and G. N. Yannakakis, “Player Modeling using Self-Organization in Tomb Raider: Underworld,” in Proceedings of the IEEE Symposium on Computational Intelligence and Games, Milan, September, 2009. [pdf]
  • H. P. Martinez, A. Jhala, and G. N. Yannakakis, “Analyzing the Impact of Camera Viewpoint on Player Psychophysiology,” in Proceedings of the Int. Conf. on Affective Computing and Intelligent Interaction (ACII’09), Amsterdam, The Netherlands, September 2009. [pdf]
  • G. N. Yannakakis, “Game Adaptivity Impact on Affective Physical Interaction,” in Proceedings of the Int. Conf. on Affective Computing and Intelligent Interaction (ACII’09), Amsterdam, The Netherlands, September 2009. [pdf]
  • G. N. Yannakakis, “Preference Learning for Affective Modeling,” in Proceedings of the Int. Conf. on Affective Computing and Intelligent Interaction, Amsterdam, The Netherlands, September 2009. [pdf]

2008

  • G. N. Yannakakis, “How to Model and Augment Player Satisfaction: A Review,” in Proceedings of the 1st Workshop on Child, Computer and Interaction, ICMI’08, Chania, Crete, October, 2008. ACM Press (invited paper). [pdf]
  • J. K. Olesen, G. N. Yannakakis, and J. Hallam, “Real-time challenge balance in an RTS game using rtNEAT,” in Proceedings of the IEEE Symposium on Computational Intelligence and Games, pp. 87-94, Perth, December, 2008. [pdf]
  • G. N. Yannakakis, and J. Hallam, “Real-time Adaptation of Augmented-Reality Games for Optimizing Player Satisfaction,” in Proceedings of the IEEE Symposium on Computational Intelligence and Games, pp. 103-110, Perth, December, 2008. [pdf]

2007

  • G. N. Yannakakis, and J. Hallam, “Entertainment Modeling in Physical Play through Physiology beyond Heart-Rate,” in Proceedings of the Int. Conf. on Affective Computing and Intelligent Interaction, Lecture Notes in Computer Science, vol. 4738 Lisbon, pp. 256-267, Portugal, September, 2007. Springer-Verlag. [pdf]
  • G. N. Yannakakis, and J. Hallam, “Feature Selection for Capturing the Experience of Fun,” in Proceedings of the AIIDE’07 Workshop on Optimizing Player Satisfaction, AAAI Press Technical Report WS-01-01, pp. 37-42, Stanford, USA, June, 2007. AAAI Press. [pdf]
  • G. N. Yannakakis and J. Hallam, “Game and Player Feature Selection for Entertainment Capture,” in Proceedings of the IEEE Symposium on Computational Intelligence and Games, pp. 244-251, Hawaii, USA, 2007. [pdf]

2006

  • G. N. Yannakakis, J. Hallam and H. H. Lund, “Capturing Entertainment through Heart-rate Dynamics in the Playware Playground,” in Proceedings of the 5th International Conference on Entertainment Computing, Lecture Notes in Computer Science, vol. 4161, pp. 314-317, Cambridge, UK, September 20-22, 2006. Springer-Verlag. [pdf]
  • G. N. Yannakakis, H. H. Lund and J. Hallam, “Modeling Children’s Entertainment in the Playware Playground,” in Proceedings of the IEEE Symposium on Computational Intelligence and Games, pp. 134-141, Reno, USA, May, 2006. [pdf]
  • G. N. Yannakakis, J. Hallam and H. H. Lund, “Comparative Fun Analysis in the Innovative Playware Game Platform,” in Proceedings of the 1st World Conference for Fun ‘n Games, pp. 64-70, Preston, England, June 26-28, 2006. [pdf]
  • F. Hammer and G. N. Yannakakis, “Promoting Children’s Physical Activity using Adaptive Playgrounds,” in Proceedings of the 4th European Youth Heart Study Symposium: Children, Physical Activity & Health, Odense, Denmark, 24-25 April, 2006.[doc]
  • G. N. Yannakakis, and J. Hallam, “Towards Capturing and Enhancing Entertainment in Computer Games,” in Proceedings of the 4th Hellenic Conference on Artificial Intelligence, Lecture Notes in Artificial Intelligence, vol. 3955, pp. 432-442, Heraklion, Crete, Greece, 18-20 May, 2006. Springer-Verlag. [pdf]
  • V. P. Valdramidis, G. N. Yannakakis, A. H. Geeraerd, and J. F. Van Impe, ”Description of the induced heat resistance of Escherichia coli K12 during dynamic heat processes by using artificial neural networks,” in Proceedings of the 2nd International Conference on Microbiological Risk Assessment: Foodborne Hazards, Sydney, February, 2006.
  • V. P. Valdramidis, G. N. Yannakakis, A. H. Geeraerd, and J. F. Van Impe, ”Artificial Neural Networks as a tool for incorporating microbial stress adaptations in the quantification of microbial inactivation,” in Proceedings of the 9th European conference on Food Industry and Statistics, pp. 209-217, Montpellier, France, January, 2006. [pdf]

2005

  • G. N. Yannakakis, J. Hallam and J. Levine, ”Evolutionary Computation Variants for Cooperative Spatial Coordination,” in Proceedings of the 2005 IEEE Congress on Evolutionary Computation, pp. 2715-2722, Edinburgh, UK, 2005. [pdf]
  • G. N. Yannakakis, and J. Hallam, “A Scheme for Creating Digital Entertainment with Substance,” in Proceedings of the Workshop on Reasoning, Representation, and Learning in Computer Games, 19th International Joint Conference on Artificial Intelligence (IJCAI), pp. 119- 124, Edinburgh, UK, 2005. [pdf]
  • G. N. Yannakakis, and J. Hallam, “A Generic Approach for Generating Interesting Interactive Pac-Man Opponents,” in Proceedings of the IEEE Symposium on Computational Intelligence and Games, pp. 94-101, Essex University, April 4-6, 2005. [pdf]
  • G. N. Yannakakis, and M. Maragoudakis, “Player Modeling Impact on Player’s Entertainment in Computer Games,” in Proceedings of the 10th International Conference on User Modeling, Lecture Notes in Computer Science, vol. 3538, pp. 74-78, Edinburgh, July 24-30, 2005. [pdf]

2004

  • G. N. Yannakakis, and J. Hallam, “Interactive Opponents Generate Interesting Games,” in Proceedings of the International Conference on Computer Games: Artificial Intelligence, Design and Education (CGAIDE), pp. 240-247, Microsoft Campus, Reading, UK, November, 2004. (Best Paper Award Nominee) [pdf]
  • G. N. Yannakakis, and J. Hallam, “Evolving Opponents for Interesting Interactive Computer Games,” in Proceedings of the 8th International Conference on the Simulation of Adaptive Behavior (SAB’04); From Animals to Animats 8, pp. 499-508, Los Angeles, CA, USA, July 13-17, 2004. The MIT Press. [pdf]
  • G. N. Yannakakis, J. Levine, and J. Hallam, “An Evolutionary Approach for Interactive Computer Games,” in Proceedings of the 2004 IEEE Congress on Evolutionary Computation, pp. 986-993, Portland, Oregon, USA, June 20-23, 2004. [pdf]

2003

  • G. N. Yannakakis, J. Levine, J. Hallam, and M. Papageorgiou, “Performance, robustness and effort cost comparison of machine learning mechanisms in FlatLand,” in Proceedings of the 11th Mediterranean Conference on Control and Automation MED’03. IEEE, June 2003. [pdf]

 

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