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:

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

Showing 21 citing articles:

A Data Driven Review of Board Game Design and Interactions of Their Mechanics
Dilini Samarasinghe, Michael Barlow, Erandi Lakshika, et al.
IEEE Access (2021) Vol. 9, pp. 114051-114069
Open Access | Times Cited: 20

ColorShapeLinks: A board game AI competition for educators and students
Nuno Fachada
Computers and Education Artificial Intelligence (2021) Vol. 2, pp. 100014-100014
Open Access | Times Cited: 16

Generating Diverse and Competitive Play-Styles for Strategy Games
Diego Peŕez-Liebana, Cristina Guerrero-Romero, Alexander Dockhorn, et al.
2021 IEEE Conference on Games (CoG) (2021), pp. 1-8
Open Access | Times Cited: 11

Game AI Competitions: Motivation for the Imitation Game-Playing Competition
Maciej Świechowski
Annals of Computer Science and Information Systems (2020) Vol. 21, pp. 155-160
Open Access | Times Cited: 10

DareFightingICE Competition: A Fighting Game Sound Design and AI Competition
Ibrahim Khan, Thai Van Nguyen, Xincheng Dai, et al.
2021 IEEE Conference on Games (CoG) (2022), pp. 478-485
Open Access | Times Cited: 7

STRATEGA: A General Strategy Games Framework.
Alexander Dockhorn, Jorge Hurtado Grueso, Dominik Jeurissen, et al.
(2020)
Closed Access | Times Cited: 7

Generalising Discrete Action Spaces with Conditional Action Trees
Christopher Bamford, Alvaro Ovalle
2021 IEEE Conference on Games (CoG) (2021), pp. 1-8
Open Access | Times Cited: 6

Towards Game-Playing AI Benchmarks via Performance Reporting Standards
Vanessa Volz, Boris Naujoks
2021 IEEE Conference on Games (CoG) (2020), pp. 764-771
Open Access | Times Cited: 4

Neural network agents trained by declarative programming tutors
Julian Szymański, Jan Dobrosolski, Higinio Mora, et al.
2022 IEEE Congress on Evolutionary Computation (CEC) (2024), pp. 1-7
Closed Access

Transformer Decoder-Based Enhanced Exploration Method to Alleviate Initial Exploration Problems in Reinforcement Learning
Dohyun Kyoung, Yunsick Sung
Sensors (2023) Vol. 23, Iss. 17, pp. 7411-7411
Open Access | Times Cited: 1

Tribes: A New Turn-Based Strategy Game for AI Research
Diego Peŕez-Liebana, Yu-Jhen Hsu, Stavros Emmanouilidis, et al.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2020) Vol. 16, Iss. 1, pp. 252-258
Open Access | Times Cited: 3

Towards verifiable Benchmarks for Reinforcement Learning
Matthias Müller-Brockhausen, Aske Plaat, Mike Preuß
2021 IEEE Conference on Games (CoG) (2022), pp. 159-166
Closed Access | Times Cited: 2

MimicBot: Combining Imitation and Reinforcement Learning to win in Bot Bowl
Nicola Pezzotti
arXiv (Cornell University) (2021)
Open Access | Times Cited: 2

TAG: Terraforming Mars
Raluca D. Gaina, James Goodman, Diego Peŕez-Liebana
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 17, Iss. 1, pp. 148-155
Open Access | Times Cited: 2

Towards Game-Playing AI Benchmarks via Performance Reporting Standards
Vanessa Volz, Boris Naujoks
arXiv (Cornell University) (2020)
Closed Access | Times Cited: 1

MCTS Pruning in Turn-Based Strategy Games.
Yu-Jhen Hsu, Diego Peŕez-Liebana
(2020)
Closed Access | Times Cited: 1

Planning in the midst of chaos: how a stochastic Blood Bowl model can help to identify key planning features
Jérémie Humeau, Alexis Lebis, Mathieu Vermeulen, et al.
2021 IEEE Conference on Games (CoG) (2021), pp. 1-4
Open Access | Times Cited: 1

Assessing Simultaneous Action Selection and Complete Information in TAG with Sushi Go!
Carl-Magnus Embring Klang, Victor Enhorning, Alberto Alvarez, et al.
2021 IEEE Conference on Games (CoG) (2021), pp. 01-04
Closed Access | Times Cited: 1

Mastering the Card Game of Jaipur Through Zero-Knowledge Self-Play Reinforcement Learning and Action Masks
Cristina Cutajar, Josef Bajada
Lecture notes in computer science (2023), pp. 231-244
Closed Access

TotalBotWar: A New Pseudo Real-time Multi-action Game Challenge and Competition for AI.
Alejandro Estaben, César Díaz, Raúl Montoliu, et al.
arXiv (Cornell University) (2020)
Closed Access

TAG: Terraforming Mars
Raluca D. Gaina, James Goodman, Diego Peŕez-Liebana
National Conference on Artificial Intelligence (2021) Vol. 17, Iss. 1, pp. 148-155
Closed Access

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