
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 missions to create game spaces
Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis
(2016), pp. 1-8
Open Access | Times Cited: 17
Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis
(2016), pp. 1-8
Open Access | Times Cited: 17
Showing 17 citing articles:
Mixed-initiative procedural generation of dungeons using game design patterns
Alexander Baldwin, Steve Dahlskog, José Font, et al.
(2017), pp. 25-32
Open Access | Times Cited: 65
Alexander Baldwin, Steve Dahlskog, José Font, et al.
(2017), pp. 25-32
Open Access | Times Cited: 65
Fostering creativity in the mixed-initiative evolutionary dungeon designer
Alberto Alvarez, Steve Dahlskog, José Font, et al.
(2018)
Open Access | Times Cited: 49
Alberto Alvarez, Steve Dahlskog, José Font, et al.
(2018)
Open Access | Times Cited: 49
Towards pattern-based mixed-initiative dungeon generation
Alexander Baldwin, Steve Dahlskog, José Font, et al.
(2017)
Closed Access | Times Cited: 37
Alexander Baldwin, Steve Dahlskog, José Font, et al.
(2017)
Closed Access | Times Cited: 37
Multi-segment evolution of dungeon game levels
Antonios Liapis
Proceedings of the Genetic and Evolutionary Computation Conference (2017), pp. 203-210
Closed Access | Times Cited: 25
Antonios Liapis
Proceedings of the Genetic and Evolutionary Computation Conference (2017), pp. 203-210
Closed Access | Times Cited: 25
Exploring the Dynamic Properties of Interaction in Mixed-Initiative Procedural Content Generation
Alberto Alvarez
(2020)
Open Access | Times Cited: 5
Alberto Alvarez
(2020)
Open Access | Times Cited: 5
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
Jakub Kowalski, Radosław Miernik, Piotr Pytlik, et al.
(2018), pp. 1-8
Closed Access | Times Cited: 5
Piecemeal Evolution of a First Person Shooter Level
Antonios Liapis
Lecture notes in computer science (2018), pp. 275-291
Closed Access | Times Cited: 4
Antonios Liapis
Lecture notes in computer science (2018), pp. 275-291
Closed Access | Times Cited: 4
Taksim: A Constrained Graph Partitioning Framework for Procedural Content Generation
Ahmed M. Abuzuraiq, Arron Ferguson, Philippe Pasquier
2021 IEEE Conference on Games (CoG) (2019), pp. 1-8
Closed Access | Times Cited: 4
Ahmed M. Abuzuraiq, Arron Ferguson, Philippe Pasquier
2021 IEEE Conference on Games (CoG) (2019), pp. 1-8
Closed Access | Times Cited: 4
A General-Purpose Expressive Algorithm for Room-Based Environments
Konstantinos Sfikas, Antonios Liapis, Georgios N. Yannakakis
(2022), pp. 1-9
Open Access | Times Cited: 2
Konstantinos Sfikas, Antonios Liapis, Georgios N. Yannakakis
(2022), pp. 1-9
Open Access | Times Cited: 2
Generating Object Placements for Optimum Exploration and Unpredictability in Medium-Coupling Educational Games
Pratama Wirya Atmaja, Sugiarto Sugiarto
2021 International Conference on Innovation and Intelligence for Informatics, Computing, and Technologies (3ICT) (2020), pp. 1-6
Closed Access | Times Cited: 2
Pratama Wirya Atmaja, Sugiarto Sugiarto
2021 International Conference on Innovation and Intelligence for Informatics, Computing, and Technologies (3ICT) (2020), pp. 1-6
Closed Access | Times Cited: 2
E X P LORING GAME DE S IGN THROUGH HUMAN-AI COL LABORAT ION
Alberto Alvarez
(2022)
Open Access | Times Cited: 1
Alberto Alvarez
(2022)
Open Access | Times Cited: 1
Progressive Content Generation Based on Cyclic Graph for Generate Dungeon
Muhammad Anshar, Raden Sumiharto, Moh Edi Wibowo
IJCCS (Indonesian Journal of Computing and Cybernetics Systems) (2023) Vol. 17, Iss. 1, pp. 91-91
Open Access
Muhammad Anshar, Raden Sumiharto, Moh Edi Wibowo
IJCCS (Indonesian Journal of Computing and Cybernetics Systems) (2023) Vol. 17, Iss. 1, pp. 91-91
Open Access
Procedural Generation of Three-Dimensional Game Levels with Interior Architecture
William A. Hamilton
(2019)
Open Access
William A. Hamilton
(2019)
Open Access
Modifikasi Peta Permainan Bertema Dungeon Crawler Menggunakan Algoritma Genetika Dengan GMS2
Vinza Hedi Satria, Fetty Tri Anggraeny, Pratama Wirya Atmaja
Journal of Animation & Games Studies (2022) Vol. 8, Iss. 1, pp. 67-82
Open Access
Vinza Hedi Satria, Fetty Tri Anggraeny, Pratama Wirya Atmaja
Journal of Animation & Games Studies (2022) Vol. 8, Iss. 1, pp. 67-82
Open Access
Using Genetic Algorithm for Wide yet Even Scattering of Game Objects: Applications on Irregular Levels and Involving Multiple Objects
Pratama Wirya Atmaja, Sugiarto Sugiarto
(2022), pp. 301-306
Closed Access
Pratama Wirya Atmaja, Sugiarto Sugiarto
(2022), pp. 301-306
Closed Access
Evaluation of Algorithms for Randomizing Key Item Locations in Game Worlds
Caleb H. Johnson, Jerry L. Trahan, Tao Lü, et al.
IEEE Access (2021) Vol. 9, pp. 48286-48302
Open Access
Caleb H. Johnson, Jerry L. Trahan, Tao Lü, et al.
IEEE Access (2021) Vol. 9, pp. 48286-48302
Open Access