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:

Evolving card sets towards balancing dominion
Tobias Mahlmann, Julian Togelius, Georgios N. Yannakakis
(2012), pp. 1-8
Open Access | Times Cited: 57

Showing 26-50 of 57 citing articles:

Exploring Gameplay With AI Agents
Fernando de Mesentier Silva, Igor Borovikov, John F. Kolen, et al.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2018) Vol. 14, Iss. 1, pp. 159-165
Open Access | Times Cited: 10

Survey of Artificial Intelligence for Card Games and Its Application to the Swiss Game Jass
Joel Niklaus, Michele Alberti, Vinaychandran Pondenkandath, et al.
(2019) Vol. abs 1809 4040, pp. 25-30
Open Access | Times Cited: 10

Winning Isn't Everything: Enhancing Game Development with Intelligent Agents
Yunqi Zhao, Igor Borovikov, Fernando de Mesentier Silva, et al.
arXiv (Cornell University) (2019)
Open Access | Times Cited: 10

Procedural generation of non-player characters in massively multiplayer online strategy games
André Siqueira Ruela, Frederico Gadelha Guimarães
Soft Computing (2016) Vol. 21, Iss. 23, pp. 7005-7020
Closed Access | Times Cited: 9

Methods for approximating value functions for the Dominion card game
Ransom K. Winder
Evolutionary Intelligence (2013) Vol. 6, Iss. 4, pp. 195-204
Closed Access | Times Cited: 9

AI solutions for drafting in Magic: the Gathering
Henry N. Ward, Bobby Mills, Daniel J. Brooks, et al.
2021 IEEE Conference on Games (CoG) (2021), pp. 1-8
Open Access | Times Cited: 8

Winning Isn't Everything: Training Human-Like Agents for Playtesting and Game AI.
Yunqi Zhao, Igor Borovikov, Ahmad Beirami, et al.
arXiv (Cornell University) (2019)
Closed Access | Times Cited: 7

Evolving the Hearthstone Meta
Fernando de Mesentier Silva, Rodrigo Canaan, Scott Lee, et al.
arXiv (Cornell University) (2019)
Closed Access | Times Cited: 6

Evolving a designer-balanced neural network for Ms PacMan
Mihail Morosan, Riccardo Poli
(2017), pp. 100-105
Closed Access | Times Cited: 5

Lessons from Testing an Evolutionary Automated Game Balancer in Industry
Mihail Morosan, Riccardo Poli
(2018), pp. 263-270
Closed Access | Times Cited: 5

Towards a game-independent model and data-structures in digital board games
Luiz Jonatã Pires de Araújo, Mariia Charikova, Juliano Efson Sales, et al.
(2019)
Closed Access | Times Cited: 5

Modelling and Generating Strategy Games Mechanics
Tobias Mahlmann
(2013)
Closed Access | Times Cited: 4

STEP: A Framework for Automated Point Cost Estimation
George E.M. Long, Diego Peŕez-Liebana, Spyridon Samothrakis
IEEE Transactions on Games (2024) Vol. 16, Iss. 4, pp. 927-936
Closed Access

Prototypical – A Framework for Board Game Creation
Vincente Campisi, Helmut Hlavacs, Patrick Pazour, et al.
Lecture notes in computer science (2024), pp. 50-63
Closed Access

Balancing Zero-Sum Games with One Variable per Strategy
Albert Liu, Steve Marschner
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 13, Iss. 1, pp. 57-65
Open Access | Times Cited: 4

Playing Against the Board: Rolling Horizon Evolutionary Algorithms Against Pandemic
Konstantinos Sfikas, Antonios Liapis
IEEE Transactions on Games (2021) Vol. 14, Iss. 3, pp. 339-349
Open Access | Times Cited: 4

Mapping Hearthstone Deck Spaces through MAP-Elites with Sliding Boundaries
Matthew C. Fontaine, Scott Lee, L. B. Soros, et al.
arXiv (Cornell University) (2019)
Closed Access | Times Cited: 3

AI solutions for drafting in Magic: the Gathering
Henry N. Ward, Daniel J. Brooks, Dan Troha, et al.
arXiv (Cornell University) (2020)
Closed Access | Times Cited: 3

Prototyping of a Client for Board Games Automated Testing and Analysis
Vlada Krainikova
Communications in computer and information science (2022), pp. 347-361
Closed Access | Times Cited: 2

Generating Artificial Neural Networks for Value Function Approximation in a Domain Requiring a Shifting Strategy
Ransom K. Winder
Lecture notes in computer science (2013), pp. 294-303
Closed Access | Times Cited: 1

Creativity and competitiveness in polyomino-developing game playing agents
Daniel Ashlock, Jeremy Gilbert
(2013), pp. 1-8
Closed Access | Times Cited: 1

The Many AI Challenges of Hearthstone
Amy K. Hoover, Julian Togelius, Scott Lee, et al.
arXiv (Cornell University) (2019)
Closed Access | Times Cited: 1

Forced ε-Greedy, an Expansion to the ε-Greedy Action Selection Method
George Angelopoulos, Dimitris Metafas
Frontiers in artificial intelligence and applications (2021)
Open Access | Times Cited: 1

Introduction to the special issue on evolutionary intelligence in games
J. J. Merelo, Paolo Burelli
Evolutionary Intelligence (2014) Vol. 6, Iss. 4, pp. 193-194
Open Access

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