OpenAlex Citation Counts

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OpenAlex is a bibliographic catalogue of scientific papers, authors and institutions accessible in open access mode, named after the Library of Alexandria. It's citation coverage is excellent and I hope you will find utility in this listing of citing articles!

If you click the article title, you'll navigate to the article, as listed in CrossRef. If you click the Open Access links, you'll navigate to the "best Open Access location". Clicking the citation count will open this listing for that article. Lastly at the bottom of the page, you'll find basic pagination options.

Requested Article:

Procedural Personas as Critics for Dungeon Generation
Antonios Liapis, Christoffer Holmgård, Georgios N. Yannakakis, et al.
Lecture notes in computer science (2015), pp. 331-343
Closed Access | Times Cited: 45

Showing 26-50 of 45 citing articles:

General Win Prediction from Agent Experience
Raluca D. Gaina, Simon M. Lucas, Diego Peŕez-Liebana
(2018), pp. 1-8
Open Access | Times Cited: 7

Emotion-Driven Level Generation
Julian Togelius, Georgios N. Yannakakis
Socio-affective computing (2016), pp. 155-166
Closed Access | Times Cited: 5

Tools for Landscape Analysis of Optimisation Problems in Procedural Content Generation for Games
Vanessa Volz, Boris Naujoks, Pascal Kerschke, et al.
Applied Soft Computing (2023) Vol. 136, pp. 110121-110121
Open Access | Times Cited: 2

Strategic Features and Terrain Generation for Balanced Heroes of Might and Magic III Maps
Jakub Kowalski, Radosław Miernik, Piotr Pytlik, et al.
(2018), pp. 1-8
Closed Access | Times Cited: 5

Towards better personas in gaming : Contract based expert systems
Joseph Alexander Brown
(2015), pp. 540-541
Closed Access | Times Cited: 4

Designing Prototype Player Personas from a Game Preference Survey
Joni Salminen, Jukka Vahlo, Aki Koponen, et al.
(2020), pp. 1-8
Closed Access | Times Cited: 4

Genetic-WFC: Extending Wave Function Collapse With Genetic Search
Raphaël Bailly, Guillaume Levieux
IEEE Transactions on Games (2022) Vol. 15, Iss. 1, pp. 36-45
Open Access | Times Cited: 3

Procedural Content Generation of Super Mario Levels Considering Natural Connection
SangGyu Nam, Chu-Hsuan Hsueh, Kokolo Ikeda
(2023), pp. 291-296
Closed Access | Times Cited: 1

Refining the Paradigm of Sketching in AI-Based Level Design
Antonios Liapis, Georgios N. Yannakakis
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 11, Iss. 1, pp. 128-134
Open Access | Times Cited: 3

Can We Infer Player Behavior Tendencies from a Player’s Decision-Making Data? Integrating Theory of Mind to Player Modeling
Murtuza Shergadwala, Zhaoqing Teng, Magy Seif El‐Nasr
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 17, Iss. 1, pp. 195-202
Open Access | Times Cited: 3

A New Evolutionary Algorithm for Synchronization
Jakub Kowalski, Adam Roman
Lecture notes in computer science (2017), pp. 620-635
Closed Access | Times Cited: 2

Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial Networks
Jacob Schrum, Jake Gutierrez, Vanessa Volz, et al.
arXiv (Cornell University) (2020)
Closed Access | Times Cited: 2

Adapting Procedural Content Generation to Player Personas Through Evolution
Pedro M. Fernandes, J D Jorgensen, Niels N. T. G. Poldervaart
2021 IEEE Symposium Series on Computational Intelligence (SSCI) (2021), pp. 01-09
Open Access | Times Cited: 2

Exploring Apprenticeship Learning for Player Modelling in Interactive Narratives
Jessica Rivera‐Villicana, Fabio Zambetta, James Harland, et al.
(2019) Vol. 21, pp. 645-652
Open Access | Times Cited: 1

Modifying Wave Function Collapse for more Complex Use in Game Generation and Design
Quentin Edward Morris
(2021)
Closed Access | Times Cited: 1

Map Sketch Generation as a Service
Antonios Liapis
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 11, Iss. 3, pp. 42-48
Open Access | Times Cited: 1

Expressive Response Curves: Testing Expressive Game Feel with A*
Nic Junius, Elín Carstensdóttir
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2023) Vol. 19, Iss. 1, pp. 284-294
Open Access

MultiStyle: Characterizing Multiplayer Cooperative Gameplay by Incorporating Distinct Player Playstyles in a Multi-Agent Planner
Eric W. Lang, R. Michael Young
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2023) Vol. 19, Iss. 1, pp. 97-106
Open Access

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