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 1-25 of 45 citing articles:

Automated Playtesting With Procedural Personas Through MCTS With Evolved Heuristics
Christoffer Holmgård, Michael Cerny Green, Antonios Liapis, et al.
IEEE Transactions on Games (2018) Vol. 11, Iss. 4, pp. 352-362
Open Access | Times Cited: 108

Are personas done? Evaluating their usefulness in the age of digital analytics
Joni Salminen, Bernard J. Jansen, Jisun An, et al.
Persona Studies (2018) Vol. 4, Iss. 2, pp. 47-65
Open Access | Times Cited: 84

Orchestrating Game Generation
Antonios Liapis, Georgios N. Yannakakis, Mark Nelson, et al.
IEEE Transactions on Games (2018) Vol. 11, Iss. 1, pp. 48-68
Open Access | Times Cited: 61

Procedural Content Generation through Quality Diversity
Daniele Gravina, Ahmed Khalifa, Antonios Liapis, et al.
2021 IEEE Conference on Games (CoG) (2019), pp. 1-8
Open Access | Times Cited: 61

Interactive evolution and exploration within latent level-design space of generative adversarial networks
Jacob Schrum, Jake Gutierrez, Vanessa Volz, et al.
Proceedings of the Genetic and Evolutionary Computation Conference (2020)
Open Access | Times Cited: 53

Shape-Constrained Symbolic Regression—Improving Extrapolation with Prior Knowledge
Gabriel Kronberger, Fabrício Olivetti de França, Bogdan Burlacu, et al.
Evolutionary Computation (2021) Vol. 30, Iss. 1, pp. 75-98
Open Access | Times Cited: 39

Exploring the hearthstone deck space
Aditya H. Bhatt, Scott Lee, Fernando de Mesentier Silva, et al.
(2018), pp. 1-10
Closed Access | Times Cited: 33

Predicting Player Experience without the Player.
Christian Guckelsberger, Christoph Salge, Jeremy Gow, et al.
(2017)
Open Access | Times Cited: 30

A Survey of Planning and Learning in Games
Fernando Duarte, Nuno Lau, Artur Pereira, et al.
Applied Sciences (2020) Vol. 10, Iss. 13, pp. 4529-4529
Open Access | Times Cited: 24

Procedural Dungeon Generation: A Survey
Breno M. F. Viana, Selan Rodrigues dos Santos
Journal on Interactive Systems (2021) Vol. 12, Iss. 1, pp. 83-101
Open Access | Times Cited: 21

Generative Personas That Behave and Experience Like Humans
Matthew Barthet, Ahmed Khalifa, Antonios Liapis, et al.
(2022) Vol. 34, pp. 1-10
Open Access | Times Cited: 14

Using a Surrogate Model of Gameplay for Automated Level Design
Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis
(2018), pp. 1-8
Closed Access | Times Cited: 22

Blood Bowl: A New Board Game Challenge and Competition for AI
Niels Justesen, Lasse Moller Uth, Christopher Jakobsen, et al.
2021 IEEE Conference on Games (CoG) (2019), pp. 1-8
Open Access | Times Cited: 21

Artificial Players in the Design Process: Developing an Automated Testing Tool for Game Level and World Design
Samantha Stahlke, Atiya Nova, Pejman Mirza-Babaei
(2020), pp. 267-280
Closed Access | Times Cited: 19

Monte-Carlo Tree Search for Persona Based Player Modeling
Christoffer Holmgård, Antonios Liapis, Julian Togelius, et al.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 11, Iss. 5, pp. 8-14
Open Access | Times Cited: 16

Evolving models of player decision making: Personas versus clones
Christoffer Holmgård, Antonios Liapis, Julian Togelius, et al.
Entertainment Computing (2015) Vol. 16, pp. 95-104
Closed Access | Times Cited: 19

Evolving missions to create game spaces
Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis
(2016), pp. 1-8
Open Access | Times Cited: 17

Generation of Game Stages With Quality and Diversity by Reinforcement Learning in Turn-Based RPG
SangGyu Nam, Chu-Hsuan Hsueh, Kokolo Ikeda
IEEE Transactions on Games (2021) Vol. 14, Iss. 3, pp. 488-501
Closed Access | Times Cited: 13

Learning to Speed Up Evolutionary Content Generation in Physics-Based Puzzle Games
Leonardo T. Pereira, Cláudio Fabiano Motta Toledo, Lucas N. Ferreira, et al.
(2016), pp. 901-907
Closed Access | Times Cited: 14

ANALYSIS OF ARTIFICIAL INTELLIGENCE APPLICATIONS FOR AUTOMATED TESTING OF VIDEO GAMES
Imants Zarembo
Environment Technology Resources Proceedings of the International Scientific and Practical Conference (2019) Vol. 2, pp. 170-170
Open Access | Times Cited: 14

Generation of Diverse Stages in Turn-Based Role-Playing Game using Reinforcement Learning
SangGyu Nam, Kokolo Ikeda
2021 IEEE Conference on Games (CoG) (2019)
Closed Access | Times Cited: 13

A Monte Carlo Approach to Skill-Based Automated Playtesting
Britton Horn, Josh Miller, Gillian Smith, et al.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2018) Vol. 14, Iss. 1, pp. 166-172
Open Access | Times Cited: 12

Clustering-Based Online Player Modeling
Jason M. Bindewald, Gilbert L. Peterson, Michael E. Miller
Communications in computer and information science (2017), pp. 86-100
Closed Access | Times Cited: 11

AI-assisted analysis of player strategy across level progressions in a puzzle game
Britton Horn, Amy K. Hoover, Yetunde Folajimi, et al.
(2017), pp. 1-10
Closed Access | Times Cited: 8

MiniDungeons 2: An Experimental Game for Capturing and Modeling Player Decisions.
Christoffer Holmgård, Antonios Liapis, Julian Togelius, et al.
Foundations of Digital Games (2015)
Closed Access | Times Cited: 7

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