Noor Shaker
Titel
Zitiert von
Zitiert von
Jahr
Procedural content generation in games
N Shaker, J Togelius, MJ Nelson
Springer International Publishing, 2016
5002016
Towards automatic personalized content generation for platform games
N Shaker, G Yannakakis, J Togelius
Proceedings of the AAAI Conference on Artificial Intelligence and …, 2010
2482010
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
1652011
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
146*2012
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
146*2012
Imitating human playing styles in super mario bros
J Ortega, N Shaker, J Togelius, GN Yannakakis
Entertainment Computing 4 (2), 93-104, 2013
992013
The mario ai championship 2009-2012
J Togelius, N Shaker, S Karakovskiy, GN Yannakakis
AI Magazine 34 (3), 89-92, 2013
832013
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
802016
Ropossum: An authoring tool for designing, optimizing and solving cut the rope levels
N Shaker, M Shaker, J Togelius
Proceedings of the AAAI Conference on Artificial Intelligence and …, 2013
772013
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
752013
Evolving playable content for cut the rope through a simulation-based approach
N Shaker, M Shaker, J Togelius
Proceedings of the AAAI Conference on Artificial Intelligence and …, 2013
652013
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
642012
A comparative evaluation of procedural level generators in the mario ai framework
B Horn, S Dahlskog, N Shaker, G Smith, J Togelius
Foundations of Digital Games 2014, Ft. Lauderdale, Florida, USA (2014), 1-8, 2014
632014
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
632011
Assessing believability
J Togelius, GN Yannakakis, S Karakovskiy, N Shaker
Believable bots, 215-230, 2013
572013
Mixed-initiative content creation
A Liapis, G Smith, N Shaker
Procedural content generation in games, 195-214, 2016
462016
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
442013
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
362013
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
352011
Grammars and L-systems with applications to vegetation and levels
J Togelius, N Shaker, J Dormans
Procedural Content Generation in Games, 73-98, 2016
322016
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