
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 personas for player decision modeling
Christoffer Holmgård, Antonios Liapis, Julian Togelius, et al.
(2014), pp. 1-8
Open Access | Times Cited: 101
Christoffer Holmgård, Antonios Liapis, Julian Togelius, et al.
(2014), pp. 1-8
Open Access | Times Cited: 101
Showing 1-25 of 101 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
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
A Literature Review of Quantitative Persona Creation
Joni Salminen, Kathleen Guan, Soon‐gyo Jung, et al.
(2020), pp. 1-14
Closed Access | Times Cited: 82
Joni Salminen, Kathleen Guan, Soon‐gyo Jung, et al.
(2020), pp. 1-14
Closed Access | Times Cited: 82
Applications of game theory in deep learning: a survey
Tanmoy Hazra, Kushal Anjaria
Multimedia Tools and Applications (2022) Vol. 81, Iss. 6, pp. 8963-8994
Open Access | Times Cited: 44
Tanmoy Hazra, Kushal Anjaria
Multimedia Tools and Applications (2022) Vol. 81, Iss. 6, pp. 8963-8994
Open Access | Times Cited: 44
Human-Like Playtesting with Deep Learning
Stefan Freyr Gudmundsson, Philipp Eisen, Erik Ragnar Poromaa, et al.
(2018), pp. 1-8
Closed Access | Times Cited: 78
Stefan Freyr Gudmundsson, Philipp Eisen, Erik Ragnar Poromaa, et al.
(2018), pp. 1-8
Closed Access | Times Cited: 78
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
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
A Survey of 15 Years of Data-Driven Persona Development
Joni Salminen, Kathleen Guan, Soon‐gyo Jung, et al.
International Journal of Human-Computer Interaction (2021) Vol. 37, Iss. 18, pp. 1685-1708
Open Access | Times Cited: 50
Joni Salminen, Kathleen Guan, Soon‐gyo Jung, et al.
International Journal of Human-Computer Interaction (2021) Vol. 37, Iss. 18, pp. 1685-1708
Open Access | Times Cited: 50
User-Player and Student Modeling in Personalized Educational Games: A Literature Review
Spyros Papadimitriou, Maria Virvou
Intelligent systems reference library (2025), pp. 63-94
Closed Access
Spyros Papadimitriou, Maria Virvou
Intelligent systems reference library (2025), pp. 63-94
Closed Access
Automated Game Testing With Online Search Agent and Model Construction, a Study
Samira Shirzadehhajimahmood, I. S. W. B. Prasetya, Davide Prandi, et al.
Software Testing Verification and Reliability (2025) Vol. 35, Iss. 2
Open Access
Samira Shirzadehhajimahmood, I. S. W. B. Prasetya, Davide Prandi, et al.
Software Testing Verification and Reliability (2025) Vol. 35, Iss. 2
Open Access
Behavlets: a method for practical player modelling using psychology-based player traits and domain specific features
Benjamin Ultan Cowley, Darryl Charles
User Modeling and User-Adapted Interaction (2016) Vol. 26, Iss. 2-3, pp. 257-306
Open Access | Times Cited: 50
Benjamin Ultan Cowley, Darryl Charles
User Modeling and User-Adapted Interaction (2016) Vol. 26, Iss. 2-3, pp. 257-306
Open Access | Times Cited: 50
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
The Ethics of AI in Games
Dávid Melhárt, Julian Togelius, Benedikte Mikkelsen, et al.
IEEE Transactions on Affective Computing (2023) Vol. 15, Iss. 1, pp. 79-92
Closed Access | Times Cited: 13
Dávid Melhárt, Julian Togelius, Benedikte Mikkelsen, et al.
IEEE Transactions on Affective Computing (2023) Vol. 15, Iss. 1, pp. 79-92
Closed Access | Times Cited: 13
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
Antonios Liapis, Christoffer Holmgård, Georgios N. Yannakakis, et al.
Lecture notes in computer science (2015), pp. 331-343
Closed Access | Times Cited: 45
Your Gameplay Says It All: Modelling Motivation in Tom Clancy’s The Division
Dávid Melhárt, Ahmad Azadvar, Alessandro Canossa, et al.
2021 IEEE Conference on Games (CoG) (2019), pp. 1-8
Open Access | Times Cited: 41
Dávid Melhárt, Ahmad Azadvar, Alessandro Canossa, et al.
2021 IEEE Conference on Games (CoG) (2019), pp. 1-8
Open Access | Times Cited: 41
Enemy Within: Long-term Motivation Effects of Deep Player Behavior Models for Dynamic Difficulty Adjustment
Johannes Pfau, Jan David Smeddinck, Rainer Malaka
(2020), pp. 1-10
Open Access | Times Cited: 35
Johannes Pfau, Jan David Smeddinck, Rainer Malaka
(2020), pp. 1-10
Open Access | Times Cited: 35
How to Create Personas: Three Persona Creation Methodologies with Implications for Practical Employment
Bernard J. Jansen, Soon-gyo Jung, Lene Nielsen, et al.
Pacific Asia journal of the Association for Information Systems (2022) Vol. 14, pp. 1-28
Open Access | Times Cited: 21
Bernard J. Jansen, Soon-gyo Jung, Lene Nielsen, et al.
Pacific Asia journal of the Association for Information Systems (2022) Vol. 14, pp. 1-28
Open Access | Times Cited: 21
Assessing aesthetic criteria in the evolutionary dungeon designer
Alberto Alvarez, Steve Dahlskog, José Font, et al.
(2018)
Open Access | Times Cited: 32
Alberto Alvarez, Steve Dahlskog, José Font, et al.
(2018)
Open Access | Times Cited: 32
Strengths and Weaknesses of Persona Creation Methods: Guidelines and Opportunities for Digital Innovations
Bernard J. Jansen, Soon‐gyo Jung, Joni Salminen, et al.
Proceedings of the ... Annual Hawaii International Conference on System Sciences/Proceedings of the Annual Hawaii International Conference on System Sciences (2021)
Open Access | Times Cited: 23
Bernard J. Jansen, Soon‐gyo Jung, Joni Salminen, et al.
Proceedings of the ... Annual Hawaii International Conference on System Sciences/Proceedings of the Annual Hawaii International Conference on System Sciences (2021)
Open Access | Times Cited: 23
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
Player-Centered AI for Automatic Game Personalization: Open Problems
Jichen Zhu, Santiago Ontañón
(2020), pp. 1-8
Open Access | Times Cited: 25
Jichen Zhu, Santiago Ontañón
(2020), pp. 1-8
Open Access | Times Cited: 25
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
Matthew Barthet, Ahmed Khalifa, Antonios Liapis, et al.
(2022) Vol. 34, pp. 1-10
Open Access | Times Cited: 14
Personas versus Clones for Player Decision Modeling
Christoffer Holmgård, Antonios Liapis, Julian Togelius, et al.
Lecture notes in computer science (2014), pp. 159-166
Open Access | Times Cited: 27
Christoffer Holmgård, Antonios Liapis, Julian Togelius, et al.
Lecture notes in computer science (2014), pp. 159-166
Open Access | Times Cited: 27
Review of Intrinsic Motivation in Simulation-based Game Testing
Shaghayegh Roohi, Jari Takatalo, Christian Guckelsberger, et al.
(2018)
Open Access | Times Cited: 24
Shaghayegh Roohi, Jari Takatalo, Christian Guckelsberger, et al.
(2018)
Open Access | Times Cited: 24
Automated Playtesting of Matching Tile Games
Luvneesh Mugrai, Fernando Silva, Christoffer Holmgård, et al.
2021 IEEE Conference on Games (CoG) (2019), pp. 1-7
Open Access | Times Cited: 24
Luvneesh Mugrai, Fernando Silva, Christoffer Holmgård, et al.
2021 IEEE Conference on Games (CoG) (2019), pp. 1-7
Open Access | Times Cited: 24
Reveal-More: Amplifying Human Effort in Quality Assurance Testing Using Automated Exploration
Kenneth Chang, Batu Aytemiz, Adam M. Smith
2021 IEEE Conference on Games (CoG) (2019)
Closed Access | Times Cited: 23
Kenneth Chang, Batu Aytemiz, Adam M. Smith
2021 IEEE Conference on Games (CoG) (2019)
Closed Access | Times Cited: 23
Deep learning for procedural content generation
Jialin Liu, Sam Snodgrass, Ahmed Khalifa, et al.
Neural Computing and Applications (2020) Vol. 33, Iss. 1, pp. 19-37
Open Access | Times Cited: 21
Jialin Liu, Sam Snodgrass, Ahmed Khalifa, et al.
Neural Computing and Applications (2020) Vol. 33, Iss. 1, pp. 19-37
Open Access | Times Cited: 21