
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:
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
SangGyu Nam, Kokolo Ikeda
2021 IEEE Conference on Games (CoG) (2019)
Closed Access | Times Cited: 13
Showing 13 citing articles:
Dynamic Difficulty Adjustment in Virtual Reality Exergames through Experience-driven Procedural Content Generation
Tobias Huber, Silvan Mertes, Stanislava Rangelova, et al.
2021 IEEE Symposium Series on Computational Intelligence (SSCI) (2021), pp. 1-8
Open Access | Times Cited: 22
Tobias Huber, Silvan Mertes, Stanislava Rangelova, et al.
2021 IEEE Symposium Series on Computational Intelligence (SSCI) (2021), pp. 1-8
Open Access | Times Cited: 22
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
SangGyu Nam, Chu-Hsuan Hsueh, Kokolo Ikeda
IEEE Transactions on Games (2021) Vol. 14, Iss. 3, pp. 488-501
Closed Access | Times Cited: 13
Mutation Models: Learning to Generate Levels by Imitating Evolution
Ahmed Khalifa, Julian Togelius, Michael Cerny Green
(2022)
Open Access | Times Cited: 9
Ahmed Khalifa, Julian Togelius, Michael Cerny Green
(2022)
Open Access | Times Cited: 9
Balancing the Performance of a FightingICE Agent using Reinforcement Learning and Skilled Experience Catalogue
Akash Cherukuri, Frank G. Glavin
(2022)
Closed Access | Times Cited: 3
Akash Cherukuri, Frank G. Glavin
(2022)
Closed Access | Times Cited: 3
Application of machine learning algorithms to character interaction in single-player role-playing games
Haoran Huang
Applied and Computational Engineering (2024) Vol. 38, Iss. 1, pp. 176-183
Closed Access
Haoran Huang
Applied and Computational Engineering (2024) Vol. 38, Iss. 1, pp. 176-183
Closed Access
Creating a Newer and Improved Procedural Content Generation (PCG) Algorithm with Minimal Human Intervention for Computer Gaming Development
Lazaros Lazaridis, George F. Fragulis
Computers (2024) Vol. 13, Iss. 11, pp. 304-304
Open Access
Lazaros Lazaridis, George F. Fragulis
Computers (2024) Vol. 13, Iss. 11, pp. 304-304
Open Access
Arachnophobia Exposure Therapy Using Experience-Driven Procedural Content Generation via Reinforcement Learning (EDPCGRL)
Athar Mahmoudi-Nejad, Matthew Guzdial, Pierre Boulanger
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 17, Iss. 1, pp. 164-171
Open Access | Times Cited: 4
Athar Mahmoudi-Nejad, Matthew Guzdial, Pierre Boulanger
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 17, Iss. 1, pp. 164-171
Open Access | Times Cited: 4
Procedural Content Generation of Super Mario Levels Considering Natural Connection
SangGyu Nam, Chu-Hsuan Hsueh, Kokolo Ikeda
(2023), pp. 291-296
Closed Access | Times Cited: 1
SangGyu Nam, Chu-Hsuan Hsueh, Kokolo Ikeda
(2023), pp. 291-296
Closed Access | Times Cited: 1
Generating Game Levels of Diverse Behaviour Engagement
Keyuan Zhang, Jiayu Bai, Jialin Liu
2021 IEEE Conference on Games (CoG) (2022), pp. 167-174
Open Access | Times Cited: 2
Keyuan Zhang, Jiayu Bai, Jialin Liu
2021 IEEE Conference on Games (CoG) (2022), pp. 167-174
Open Access | Times Cited: 2
Toward Co-creative Dungeon Generation via Transfer Learning
Zisen Zhou, Matthew Guzdial
(2021), pp. 1-9
Open Access | Times Cited: 2
Zisen Zhou, Matthew Guzdial
(2021), pp. 1-9
Open Access | Times Cited: 2
Exploring the Impact of Randomness in Roguelike Deck-Building Games: A Case Study of Slay the Spire
SangGyu Nam, Pavinee Rerkjirattikal
Lecture notes in computer science (2023), pp. 97-108
Closed Access
SangGyu Nam, Pavinee Rerkjirattikal
Lecture notes in computer science (2023), pp. 97-108
Closed Access
Procedural Maze Generation Considering Difficulty from Human Players’ Perspectives
Keita Fujihira, Chu-Hsuan Hsueh, Kokolo Ikeda
Lecture notes in computer science (2022), pp. 165-175
Closed Access
Keita Fujihira, Chu-Hsuan Hsueh, Kokolo Ikeda
Lecture notes in computer science (2022), pp. 165-175
Closed Access
Procedural Content Generation using Behavior Trees (PCGBT).
Anurag Sarkar, Seth Cooper
arXiv (Cornell University) (2021)
Closed Access
Anurag Sarkar, Seth Cooper
arXiv (Cornell University) (2021)
Closed Access