
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
Tobias Mahlmann, Julian Togelius, Georgios N. Yannakakis
(2012), pp. 1-8
Open Access | Times Cited: 57
Showing 1-25 of 57 citing articles:
Mapping hearthstone deck spaces through MAP-elites with sliding boundaries
Matthew C. Fontaine, Scott Lee, L. B. Soros, et al.
Proceedings of the Genetic and Evolutionary Computation Conference (2019)
Open Access | Times Cited: 58
Matthew C. Fontaine, Scott Lee, L. B. Soros, et al.
Proceedings of the Genetic and Evolutionary Computation Conference (2019)
Open Access | Times Cited: 58
AI-based playtesting of contemporary board games
Fernando de Mesentier Silva, Scott Lee, Julian Togelius, et al.
(2017), pp. 1-10
Closed Access | Times Cited: 50
Fernando de Mesentier Silva, Scott Lee, Julian Togelius, et al.
(2017), pp. 1-10
Closed Access | Times Cited: 50
Back in the Game
Micael Sousa, Edgar Bernardo
Communications in computer and information science (2019), pp. 72-85
Closed Access | Times Cited: 47
Micael Sousa, Edgar Bernardo
Communications in computer and information science (2019), pp. 72-85
Closed Access | Times Cited: 47
Evolutionary deckbuilding in hearthstone
Pablo García‐Sánchez, Alberto Tonda, Giovanni Squillero, et al.
(2016), pp. 1-8
Closed Access | Times Cited: 44
Pablo García‐Sánchez, Alberto Tonda, Giovanni Squillero, et al.
(2016), pp. 1-8
Closed Access | Times Cited: 44
Towards Deep Player Behavior Models in MMORPGs
Johannes Pfau, Jan David Smeddinck, Rainer Malaka
(2018), pp. 381-392
Open Access | Times Cited: 42
Johannes Pfau, Jan David Smeddinck, Rainer Malaka
(2018), pp. 381-392
Open Access | Times Cited: 42
Automated playtesting in collectible card games using evolutionary algorithms: A case study in hearthstone
Pablo García‐Sánchez, Alberto Tonda, Antonio M. Mora, et al.
Knowledge-Based Systems (2018) Vol. 153, pp. 133-146
Closed Access | Times Cited: 39
Pablo García‐Sánchez, Alberto Tonda, Antonio M. Mora, et al.
Knowledge-Based Systems (2018) Vol. 153, pp. 133-146
Closed Access | Times Cited: 39
Winning Is Not Everything: Enhancing Game Development With Intelligent Agents
Yunqi Zhao, Igor Borovikov, Fernando de Mesentier Silva, et al.
IEEE Transactions on Games (2020) Vol. 12, Iss. 2, pp. 199-212
Closed Access | Times Cited: 38
Yunqi Zhao, Igor Borovikov, Fernando de Mesentier Silva, et al.
IEEE Transactions on Games (2020) Vol. 12, Iss. 2, pp. 199-212
Closed Access | Times Cited: 38
Dungeons & Replicants: Automated Game Balancing via Deep Player Behavior Modeling
Johannes Pfau, Antonios Liapis, Georg Volkmar, et al.
2021 IEEE Conference on Games (CoG) (2020), pp. 431-438
Closed Access | Times Cited: 37
Johannes Pfau, Antonios Liapis, Georg Volkmar, et al.
2021 IEEE Conference on Games (CoG) (2020), pp. 431-438
Closed Access | Times Cited: 37
Q-DeckRec: A Fast Deck Recommendation System for Collectible Card Games
Zhengxing Chen, Christopher Amato, Truong-Huy D. Nguyen, et al.
(2018), pp. 1-8
Open Access | Times Cited: 37
Zhengxing Chen, Christopher Amato, Truong-Huy D. Nguyen, et al.
(2018), pp. 1-8
Open Access | Times Cited: 37
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
Aditya H. Bhatt, Scott Lee, Fernando de Mesentier Silva, et al.
(2018), pp. 1-10
Closed Access | Times Cited: 33
A Card Game Description Language
José Font, Tobias Mahlmann, Daniel Manrique, et al.
Lecture notes in computer science (2013), pp. 254-263
Open Access | Times Cited: 32
José Font, Tobias Mahlmann, Daniel Manrique, et al.
Lecture notes in computer science (2013), pp. 254-263
Open Access | Times Cited: 32
Optimizing Hearthstone agents using an evolutionary algorithm
Pablo García‐Sánchez, Alberto Tonda, Antonio J. Fernández, et al.
Knowledge-Based Systems (2019) Vol. 188, pp. 105032-105032
Open Access | Times Cited: 28
Pablo García‐Sánchez, Alberto Tonda, Antonio J. Fernández, et al.
Knowledge-Based Systems (2019) Vol. 188, pp. 105032-105032
Open Access | Times Cited: 28
The Many AI Challenges of Hearthstone
Amy K. Hoover, Julian Togelius, Scott Lee, et al.
KI - Künstliche Intelligenz (2019) Vol. 34, Iss. 1, pp. 33-43
Closed Access | Times Cited: 26
Amy K. Hoover, Julian Togelius, Scott Lee, et al.
KI - Künstliche Intelligenz (2019) Vol. 34, Iss. 1, pp. 33-43
Closed Access | Times Cited: 26
An integrated process for game balancing
Marlene Beyer, Aleksandr Agureikin, Alexander Anokhin, et al.
(2016), pp. 1-8
Closed Access | Times Cited: 24
Marlene Beyer, Aleksandr Agureikin, Alexander Anokhin, et al.
(2016), pp. 1-8
Closed Access | Times Cited: 24
Evolving the Hearthstone Meta
Fernando de Mesentier Silva, Rodrigo Canaan, Scott Lee, et al.
2021 IEEE Conference on Games (CoG) (2019), pp. 1-8
Open Access | Times Cited: 23
Fernando de Mesentier Silva, Rodrigo Canaan, Scott Lee, et al.
2021 IEEE Conference on Games (CoG) (2019), pp. 1-8
Open Access | Times Cited: 23
Modern Serious Board Games: modding games to teach and train civil engineering students
Micael Sousa
2022 IEEE Global Engineering Education Conference (EDUCON) (2020), pp. 197-201
Closed Access | Times Cited: 21
Micael Sousa
2022 IEEE Global Engineering Education Conference (EDUCON) (2020), pp. 197-201
Closed Access | Times Cited: 21
Automated Game Balancing in Ms PacMan and StarCraft Using Evolutionary Algorithms
Mihail Morosan, Riccardo Poli
Lecture notes in computer science (2017), pp. 377-392
Closed Access | Times Cited: 22
Mihail Morosan, Riccardo Poli
Lecture notes in computer science (2017), pp. 377-392
Closed Access | Times Cited: 22
HoningStone: Building Creative Combos With Honing Theory for a Digital Card Game
Luís F. W. Góes, Alysson Ribeiro da Silva, João Saffran, et al.
IEEE Transactions on Computational Intelligence and AI in Games (2016) Vol. 9, Iss. 2, pp. 204-209
Closed Access | Times Cited: 18
Luís F. W. Góes, Alysson Ribeiro da Silva, João Saffran, et al.
IEEE Transactions on Computational Intelligence and AI in Games (2016) Vol. 9, Iss. 2, pp. 204-209
Closed Access | Times Cited: 18
AI as evaluator: Search driven playtesting of modern board games
Fernando de Mesentier Silva, Scott Lee, Julian Togelius, et al.
National Conference on Artificial Intelligence (2017), pp. 959-966
Closed Access | Times Cited: 17
Fernando de Mesentier Silva, Scott Lee, Julian Togelius, et al.
National Conference on Artificial Intelligence (2017), pp. 959-966
Closed Access | Times Cited: 17
Automated game balancing of asymmetric video games
Philipp Beau, Sander Bakkes
(2016)
Open Access | Times Cited: 16
Philipp Beau, Sander Bakkes
(2016)
Open Access | Times Cited: 16
Dungeons & Replicants II: Automated Game Balancing Across Multiple Difficulty Dimensions via Deep Player Behavior Modeling
Johannes Pfau, Antonios Liapis, Georgios N. Yannakakis, et al.
IEEE Transactions on Games (2022) Vol. 15, Iss. 2, pp. 217-227
Open Access | Times Cited: 9
Johannes Pfau, Antonios Liapis, Georgios N. Yannakakis, et al.
IEEE Transactions on Games (2022) Vol. 15, Iss. 2, pp. 217-227
Open Access | Times Cited: 9
Symbolic Reasoning for <italic>Hearthstone</italic>
Andreas Stiegler, Keshav Dahal, Johannes Maucher, et al.
IEEE Transactions on Games (2017) Vol. 10, Iss. 2, pp. 113-127
Open Access | Times Cited: 15
Andreas Stiegler, Keshav Dahal, Johannes Maucher, et al.
IEEE Transactions on Games (2017) Vol. 10, Iss. 2, pp. 113-127
Open Access | Times Cited: 15
Rules and Mechanics
Mark Nelson, Julian Togelius, Cameron Browne, et al.
Computational synthesis and creative systems (2016), pp. 99-121
Closed Access | Times Cited: 12
Mark Nelson, Julian Togelius, Cameron Browne, et al.
Computational synthesis and creative systems (2016), pp. 99-121
Closed Access | Times Cited: 12
Comparing PCG metrics with Human Evaluation in Minecraft Settlement Generation
Jean-Baptiste Hervé, Christoph Salge
(2021)
Open Access | Times Cited: 10
Jean-Baptiste Hervé, Christoph Salge
(2021)
Open Access | Times Cited: 10
Evolving maps and decks for ticket to ride
Fernando de Mesentier Silva, Scott Lee, Julian Togelius, et al.
(2018), pp. 1-7
Closed Access | Times Cited: 10
Fernando de Mesentier Silva, Scott Lee, Julian Togelius, et al.
(2018), pp. 1-7
Closed Access | Times Cited: 10