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1. Across-Game Engagement Modelling via Few-Shot Learning

2. Affectively Framework: Towards Human-like Affect-Based Agents

3. Closing the Affective Loop via Experience-Driven Reinforcement Learning Designers

4. GameVibe: A Multimodal Affective Game Corpus

5. Dynamic Quality-Diversity Search

6. MAP-Elites with Transverse Assessment for Multimodal Problems in Creative Domains

7. Large Language Models and Games: A Survey and Roadmap

8. Simulator-Free Visual Domain Randomization via Video Games

9. Predicting Player Engagement in Tom Clancy's The Division 2: A Multimodal Approach via Pixels and Gamepad Actions

10. Affective Game Computing: A Survey

11. Knowing Your Annotator: Rapidly Testing the Reliability of Affect Annotation

12. Lode Enhancer: Level Co-creation Through Scaling

13. Artificial intelligence and games.

14. Towards General Game Representations: Decomposing Games Pixels into Content and Style

15. From the Lab to the Wild: Affect Modeling via Privileged Information

16. The Ethics of AI in Games

17. Controllable Exploration of a Design Space via Interactive Quality Diversity

18. Choose Your Weapon: Survival Strategies for Depressed AI Academics

19. Architext: Language-Driven Generative Architecture Design

20. The Invariant Ground Truth of Affect

21. Open-Ended Evolution for Minecraft Building Generation

22. Generative Personas That Behave and Experience Like Humans

23. Play with Emotion: Affect-Driven Reinforcement Learning

24. Supervised Contrastive Learning for Affect Modelling

25. Game State Learning via Game Scene Augmentation

26. Revisiting lp-constrained Softmax Loss: A Comprehensive Study

27. Learning Task-Independent Game State Representations from Unlabeled Images

28. Seeding Diversity into AI Art

30. RankNEAT: Outperforming Stochastic Gradient Search in Preference Learning Tasks

31. Architectural Form and Affect: A Spatiotemporal Study of Arousal

32. Towards General Models of Player Experience: A Study Within Genres

33. AffectGAN: Affect-Based Generative Art Driven by Semantics

34. Go-Blend behavior and affect

35. Privileged Information for Modeling Affect In The Wild

36. Keiki: Towards Realistic Danmaku Generation via Sequential GANs

37. Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study

38. Contrastive Learning of Generalized Game Representations

39. Monte Carlo Elites: Quality-Diversity Selection as a Multi-Armed Bandit Problem

40. ARCH-Elites: Quality-Diversity for Urban Design

41. The Arousal video Game AnnotatIoN (AGAIN) Dataset

42. Pairing Character Classes in a Deathmatch Shooter Game via a Deep-Learning Surrogate Model

43. Transforming Exploratory Creativity with DeLeNoX

44. The Pixels and Sounds of Emotion: General-Purpose Representations of Arousal in Games

45. Deep Learning for Procedural Content Generation

46. Moment-to-moment Engagement Prediction through the Eyes of the Observer: PUBG Streaming on Twitch

47. Play with One's Feelings: A Study on Emotion Awareness for Player Experience

48. I Feel I Feel You: A Theory of Mind Experiment in Games

49. Procedural Content Generation through Quality Diversity

50. From Pixels to Affect: A Study on Games and Player Experience

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