Journal Papers

 
  • K. Makantasis, A. Liapis, and G. N. Yannakakis, “The Pixels and Sounds of Emotions: General-Purpose Representations of Arousal in Games,” IEEE Transactions on Affective Computing, 2021 [pdf] (The paper is also available at IEEE Xplore)
  • J. Liu, S. Snodgrass, A. Khalifa, S. Risi, G. N. Yannakakis, and J. Togelius, “Deep learning for procedural content generation,” Neural Computing and Applications, 2020 [pdf]
  • Y. A. Sekhavat, S. Roohi, H. S. Mohammadi, G. N. Yannakakis and G. N. Yannakakis, “Play with One’s Feelings: A Study on Emotion Awareness for Player Experience,” IEEE Transactions on Games, 2020 [pdf]
  • D. Melhart, G. N. Yannakakis, A Liapis, “I feel I feel you: A theory of mind experiment in games,” KI-Künstliche Intelligenz, 34 (1), 45-55
    2020 [pdf]
  • D. Karavolos, A Liapis, and G. N. Yannakakis, “A Multi-Faceted Surrogate Model for Search-based Procedural Content Generation,” IEEE Transactions on Games, 2019 [pdf] (The paper is also available at IEEE Xplore)
  • G. N. Yannakakis, R. Cowie, and C. Busso, “The Ordinal Nature of Emotions: An Emerging Approach,” IEEE Transactions on Affective Computing, 2018 [pdf] (The paper is also available at IEEE Xplore)
  • D. Gravina, A. Liapis, and G. N. Yannakakis, “Quality Diversity Through Surprise,” IEEE Transactions on Evolutionary Computation, 2018 [pdf] (The paper is also available at IEEE Xplore)
  • A. Liapis, G. N. Yannakakis, M. J. Nelson, M. Preuss and R. Bidarra, “Orchestrating Game Generation,” IEEE Transactions on Games, 2018 [pdf] (The paper is also available at IEEE Xplore)
  • P. Lopes, A. Liapis, and G. N. Yannakakis, “Modelling Affect for Horror Soundscapes,” IEEE Transactions on Affective Computing, 2017 [pdf] (The paper is also available at IEEE Xplore)
  • D.Gravina, A. Liapis, and G. N. Yannakakis, “Surprise Search for Evolutionary Divergence,” arXiv preprint arXiv:1706.02556, 2017. [pdf]
  • A. Liapis, G. N. Yannakakis, C. Alexopoulos and P. Lopes, “Can Computers Foster Human Users’ Creativity? Theory and Praxis of Mixed-Initiative Co-Creativity,” Digital Culture & Education, 8 (2), 2016 [pdf]
  • G. N. Yannakakis and H. P. Martinez, “Ratings are Overrated!,” Frontiers in ICT, 2 (2015): 13. [pdf]
  • C. Holmgard, A. Liapis, J. Togelius, G. N. Yannakakis, “Evolving Models of Player Decision Making: Personas versus Clones,” Entertainment Computing, Elsevier, 2015. [pdf]
  • P. Burelli and G. N. Yannakakis, “Adapting Virtual Camera Behaviour through Player Modelling,” User Modeling and User-Adapted Interaction, Springer-Verlag, 2015 [pdf]
  • H. P. Martinez, G. N. Yannakakis and J. Hallam, “Don’t Classify Ratings of Affect; Rank them!,” IEEE Transactions on Affective Computing, 2014 [pdf] (The paper is also available at IEEE Xplore)
  • G. N. Yannakakis and J. Togelius, “A Panorama of Artificial and Computational Intelligence in Games,” IEEE Transactions on Computational Intelligence and AI in Games, 2014. [pdf] (The final publication is available at IEEE Xplore)
  • C. Holmgård, G. N. Yannakakis, H. P. Martínez, K. I. Karstoft, H. S. Andersen,”Multimodal PTSD characterization via the StartleMart game,” Journal on Multimodal User Interfaces, pp. 1-13, June, 2014. [pdf]
  • G. N. Yannakakis, K. Isbister, A. Paiva, K. Karpouzis,”Guest Editorial: Emotion in Games,” IEEE Transactions on Affective Computing, Special Issue on Emotion in Games, vol. 5, no. 1, pp. 1-2, 2014. [pdf]
  • C. Grappiolo, H. P. Martínez, and G. N. Yannakakis,”Validating Generic Metrics of Fairness in Game-Based Resource Allocation Scenarios with Crowdsourced Annotations,” Transactions on Computational Intelligence XIII, pp. 176-200, 2014. Springer Berlin Heidelberg. [pdf]
  • A. Liapis, G. N. Yannakakis and J. Togelius, “Constrained Novelty Search: A Study on Game Content Generation,” Evolutionary Computation, 2014. MIT Press. [pdf]
  • J. Togelius, N. Shaker, S. Karakovkiy, and G. N. Yannakakis, “The Mario AI Championship 2009–2012,” AI Magazine 34 (3), pp. 89-92, 2013. [pdf]
  • N. Shaker, S. Asteriadis, G. N. Yannakakis, and K. Karpouzis, “Fusing Visual and Behavioral Cues for Modelling User Experience in Games,” IEEE Transactions on Systems, Man and Cybernetics; Part B, Special Issue on Modern Control for Computer Games 43 (6), pp. 1519-1531, 2013. [pdf] (The final publication is available at IEEE Xplore)
  • H. P. Martinez, Y. Bengio and G. N. Yannakakis, “Learning Deep Physiological Models of Affect,” IEEE Computational Intelligence Magazine, Special Issue on Computational Intelligence and Affective Computing, pp. 20-33, May, 2013. [pdf] (The final publication is available the IEEE CIM online)
  • J. Togelius, M. Preuss, N. Baume, S. Wessing, J. Hagelback, G. N. Yannakakis and C. Grappiolo, “Controllable Procedural Map Generation via Multiobjective Evolution,” Genetic Programming and Evolvable Machines, 14 (2), pp. 245-277, 2013. Springer. [pdf]
  • J. Ortega, N. Shaker, J. Togelius and G. N. Yannakakis “Imitating human playing styles in Super Mario Bros,” Entertainment Computing, Elsevier, vol. 4, pp. 93–104, 2013. [pdf]
  • N. Shaker, G. N. Yannakakis and J. Togelius, “Crowdsourcing the Aesthetics of Platform Games,” IEEE Transactions on Computational Intelligence and AI in Games, vol. 5, issue 3, pp. 276-290, 2013. [pdf] (The final publication is available at IEEE Xplore)
  • C. Browne, G. N. Yannakakis, and S. Colton, “Guest Editorial: Special Issue on Computational Aesthetics in Games,” IEEE Transactions on Computational Intelligence and AI in Games, Special Issue on Computational Aesthetics in Games, vol. 4, no. 3, pp. 149-151, Sep. 2012. [pdf] (The final publication is available at IEEE Xplore)
  • A. Liapis, G. N. Yannakakis, and J. Togelius, “Adapting Models of Visual Aesthetics for Personalized Content Creation,” IEEE Transactions on Computational Intelligence and AI in Games, Special Issue on Computational Aesthetics in Games vol. 4, no. 3, pp. 213–228, Sep. 2012. [pdf] (The final publication is available at IEEE Xplore)
  • N. Shaker, J. Togelius, G. N. Yannakakis, B. Weber, T. Shimizu, T. Hashiyama, N. Sorenson, P. Pasquier, P. Mawhorter, G, Takahashi, G. Smith, R. Baumgarten, “The 2010 Mario AI Championship: Level Generation Track,” IEEE Transactions on Computational Intelligence and AI in Games, vol. 3 issue. 4, pp. 332 – 347, 2011. [pdf] (The final publication is available at IEEE Xplore)
  • G. N. Yannakakis and J. Togelius, “Experience-driven Procedural Content Generation,” IEEE Transactions on Affective Computing, vol. 2, issue 3, pp. 147-161, 2011 [pdf] (The final publication is available at IEEE Xplore)
  • J. Togelius, G. N. Yannakakis, K. O. Stanley and C. Browne, “Search-based Procedural Content Generation: A Taxonomy and Survey,” IEEE Transactions on Computational Intelligence and AI in Games, Special Issue on Procedural Content Generation vol. 3, issue 3, pp. 172-186, 2011. [pdf] (The final publication is available at IEEE Xplore)
  • G. N. Yannakakis, H. P. Martinez and A. Jhala, “Towards Affective Camera Control in Games,” User Modeling and User-Adapted Interaction, Vol. 20, issue 4, October 2010, Springer. [pdf] (The final publication is available at www.springerlink.com)
  • C. Pedersen, J. Togelius and G. N. Yannakakis, “Modeling Player Experience for Content Creation.IEEE Transactions on Computational Intelligence and AI in Games 1(2):121-133, June, 2009. [pdf]
  • G. N. Yannakakis, and J. Hallam, “Real-time Game Adaptation for Optimizing Player Satisfaction,IEEE Transactions on Computational Intelligence and AI in Games, vol. 1, issue 2, pp. 121-133, June 2009. [pdf].
  • G. N. Yannakakis, M. Maragoudakis, and J. Hallam, “Preference Learning for Cognitive Modeling: A Case Study on Entertainment Preferences,IEEE Systems, Man and Cybernetics; Part A: Systems and Humans, vol. 39, no. 6, pp. 1165-1175, November 2009.[pdf]
  • G. N. Yannakakis, and J. Hallam, “Entertainment Modeling through Physiology in Physical Play,” International Journal of Human-Computer Studies, vol. 66, issue 10, pp. 741-755, October 2008. [pdf][doi]
  • G. N. Yannakakis, J. Hallam and H. H. Lund, “Entertainment Capture through Heart Rate Activity in Physical Interactive Playgrounds,” User Modeling and User-Adapted Interaction, Special Issue on Affective Modeling and Adaptation, vol. 18, no. 1-2, pp. 207-243, February 2008. [pdf]
  • G. N. Yannakakis, and J. Hallam, “The AIIDE’07 Workshop on Optimizing Player Satisfaction,” AI Magazine, vol. 28, no. 4, pp. 131-132, AAAI Press, 2007. [pdf]
  • G. N. Yannakakis, and J. Hallam, “Modeling and Augmenting Game Entertainment through Challenge and Curiosity,”  International Journal on Artificial Intelligence Tools, vol. 16, issue 6, pp. 981-999, December 2007. [pdf]
  • G. N. Yannakakis, and J. Hallam, “Towards Optimizing Entertainment in Computer Games,” Applied Artificial Intelligence, 21:933-971, 2007. [pdf]
  • G. N. Yannakakis, J. Levine, and J. Hallam, “Emerging Cooperation with Minimal Effort. Rewarding over Mimicking,” IEEE Transactions on Evolutionary Computation, vol. 11, issue 3, pp. 382-396, June 2007. [pdf]
  • G. N. Yannakakis, and J. Hallam, “A Generic Approach for Obtaining Higher Entertainment in Predator/Prey Computer Games,”  Journal of Game Development, vol. 1, issue 3, pp. 23-50, December, 2005. [pdf]
  • G. N. Yannakakis, ”Book Review: AI Game Development; Synthetic Creatures with Learning and Reactive Behaviors,” ACM Computers in Entertainment, vol. 3, issue 1, January/March, 2005. [pdf]
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