
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:
Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-Error
Miguel González-Duque, Rasmus Palm, David Ha, et al.
2021 IEEE Conference on Games (CoG) (2020), pp. 503-510
Open Access | Times Cited: 27
Miguel González-Duque, Rasmus Palm, David Ha, et al.
2021 IEEE Conference on Games (CoG) (2020), pp. 503-510
Open Access | Times Cited: 27
Showing 1-25 of 27 citing articles:
Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network
Matthew C. Fontaine, Ruilin Liu, Ahmed Khalifa, et al.
Proceedings of the AAAI Conference on Artificial Intelligence (2021) Vol. 35, Iss. 7, pp. 5922-5930
Open Access | Times Cited: 32
Matthew C. Fontaine, Ruilin Liu, Ahmed Khalifa, et al.
Proceedings of the AAAI Conference on Artificial Intelligence (2021) Vol. 35, Iss. 7, pp. 5922-5930
Open Access | Times Cited: 32
Technologies to Support Adaptable Game Design: A Systematic Mapping Study
Caio Carvalho, Luciano Arruda Teran, Marcelle Pereira Mota, et al.
Journal of the Brazilian Computer Society (2024) Vol. 30, Iss. 1, pp. 69-101
Closed Access | Times Cited: 3
Caio Carvalho, Luciano Arruda Teran, Marcelle Pereira Mota, et al.
Journal of the Brazilian Computer Society (2024) Vol. 30, Iss. 1, pp. 69-101
Closed Access | Times Cited: 3
Online Damage Recovery for Physical Robots with Hierarchical Quality-Diversity
Maxime Allard, Simón C. Smith, Konstantinos Chatzilygeroudis, et al.
ACM Transactions on Evolutionary Learning and Optimization (2023) Vol. 3, Iss. 2, pp. 1-23
Open Access | Times Cited: 10
Maxime Allard, Simón C. Smith, Konstantinos Chatzilygeroudis, et al.
ACM Transactions on Evolutionary Learning and Optimization (2023) Vol. 3, Iss. 2, pp. 1-23
Open Access | Times Cited: 10
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
Synthesizing Game Levels for Collaborative Gameplay in a Shared Virtual Environment
Huimin Liu, Minsoo Choi, Dominic Kao, et al.
ACM Transactions on Interactive Intelligent Systems (2022) Vol. 13, Iss. 1, pp. 1-36
Open Access | Times Cited: 15
Huimin Liu, Minsoo Choi, Dominic Kao, et al.
ACM Transactions on Interactive Intelligent Systems (2022) Vol. 13, Iss. 1, pp. 1-36
Open Access | Times Cited: 15
Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder
Anurag Sarkar, Seth Cooper
(2021), pp. 1-11
Open Access | Times Cited: 18
Anurag Sarkar, Seth Cooper
(2021), pp. 1-11
Open Access | Times Cited: 18
Instant Difficulty Adjustment using User Skill Model Based on GPDM in VR Kendama Task
Yusuke Goutsu, Tetsunari Inamura
(2024), pp. 138-146
Closed Access | Times Cited: 2
Yusuke Goutsu, Tetsunari Inamura
(2024), pp. 138-146
Closed Access | Times Cited: 2
Hierarchical quality-diversity for online damage recovery
Maxime Allard, Simón C. Smith, Konstantinos Chatzilygeroudis, et al.
Proceedings of the Genetic and Evolutionary Computation Conference (2022), pp. 58-67
Open Access | Times Cited: 8
Maxime Allard, Simón C. Smith, Konstantinos Chatzilygeroudis, et al.
Proceedings of the Genetic and Evolutionary Computation Conference (2022), pp. 58-67
Open Access | Times Cited: 8
Implementation of a Virtual Success Experience System with Difficulty Adjustment for Enhancing Self-Efficacy
Tetsunari Inamura, K. Nagata, Nanami Takahashi
2022 IEEE/SICE International Symposium on System Integration (SII) (2024), pp. 259-265
Closed Access | Times Cited: 1
Tetsunari Inamura, K. Nagata, Nanami Takahashi
2022 IEEE/SICE International Symposium on System Integration (SII) (2024), pp. 259-265
Closed Access | Times Cited: 1
Fast Game Content Adaptation Through Bayesian-based Player Modelling
Miguel González-Duque, Rasmus Palm, Sebastian Risi
2021 IEEE Conference on Games (CoG) (2021), pp. 01-08
Open Access | Times Cited: 10
Miguel González-Duque, Rasmus Palm, Sebastian Risi
2021 IEEE Conference on Games (CoG) (2021), pp. 01-08
Open Access | Times Cited: 10
Assessing the Effects of Interacting with MAP-Elites
Alberto Alvarez, José Font, Steve Dahlskog, et al.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 17, Iss. 1, pp. 124-131
Open Access | Times Cited: 6
Alberto Alvarez, José Font, Steve Dahlskog, et al.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 17, Iss. 1, pp. 124-131
Open Access | Times Cited: 6
T-DominO
Adam Gaier, James Stoddart, Lorenzo Villaggi, et al.
Lecture notes in computer science (2022), pp. 263-277
Open Access | Times Cited: 4
Adam Gaier, James Stoddart, Lorenzo Villaggi, et al.
Lecture notes in computer science (2022), pp. 263-277
Open Access | Times Cited: 4
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
Statistical Modelling of Level Difficulty in Puzzle Games
Jeppe Theiss Kristensen, Arturo Valdivia, Paolo Burelli
2021 IEEE Conference on Games (CoG) (2021), pp. 1-8
Open Access | Times Cited: 5
Jeppe Theiss Kristensen, Arturo Valdivia, Paolo Burelli
2021 IEEE Conference on Games (CoG) (2021), pp. 1-8
Open Access | Times Cited: 5
Using estimation of distribution algorithm for procedural content generation in video games
Arash Moradi Karkaj, Shahriar Lotfi
Genetic Programming and Evolvable Machines (2022) Vol. 23, Iss. 4, pp. 495-533
Closed Access | Times Cited: 3
Arash Moradi Karkaj, Shahriar Lotfi
Genetic Programming and Evolvable Machines (2022) Vol. 23, Iss. 4, pp. 495-533
Closed Access | Times Cited: 3
Generative Design through Quality-Diversity Data Synthesis and Language Models
Adam Gaier, James Stoddart, Lorenzo Villaggi, et al.
Proceedings of the Genetic and Evolutionary Computation Conference (2024), pp. 823-831
Open Access
Adam Gaier, James Stoddart, Lorenzo Villaggi, et al.
Proceedings of the Genetic and Evolutionary Computation Conference (2024), pp. 823-831
Open Access
Solution Path Heuristics for Predicting Difficulty and Enjoyment Ratings of Roguelike Level Segments
Colan F. Biemer, Seth Cooper
(2024), pp. 1-8
Closed Access
Colan F. Biemer, Seth Cooper
(2024), pp. 1-8
Closed Access
TileGPT: Generative AI for Intuitive Design Exploration and Trade-Offs Navigation Title
Lorenzo Villaggi, James Stoddart, Adam Gaier, et al.
(2024), pp. 241-252
Closed Access
Lorenzo Villaggi, James Stoddart, Adam Gaier, et al.
(2024), pp. 241-252
Closed Access
Automatic Difficulty Balance in Two-Player Games with Deep Reinforcement Learning
Simão Reis, Rita Novais, Luís Paulo Reis, et al.
2021 IEEE Conference on Games (CoG) (2023), pp. 1-8
Closed Access | Times Cited: 1
Simão Reis, Rita Novais, Luís Paulo Reis, et al.
2021 IEEE Conference on Games (CoG) (2023), pp. 1-8
Closed Access | Times Cited: 1
Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder
Anurag Sarkar, Seth Cooper
arXiv (Cornell University) (2021)
Closed Access | Times Cited: 3
Anurag Sarkar, Seth Cooper
arXiv (Cornell University) (2021)
Closed Access | Times Cited: 3
Personalized Game Difficulty Prediction Using Factorization Machines
Jeppe Theiss Kristensen, Christian Guckelsberger, Paolo Burelli, et al.
(2022), pp. 1-13
Open Access | Times Cited: 2
Jeppe Theiss Kristensen, Christian Guckelsberger, Paolo Burelli, et al.
(2022), pp. 1-13
Open 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
Rinascimento: searching the behaviour space of Splendor
Ivan Bravi, Simon M. Lucas
arXiv (Cornell University) (2021)
Open Access | Times Cited: 1
Ivan Bravi, Simon M. Lucas
arXiv (Cornell University) (2021)
Open Access | Times Cited: 1
Reinforcement Learning Methods to Evaluate the Impact of AI Changes in Game Design
Pablo Gutiérrez-Sánchez, Marco Antonio Gómez-Martín, Pedro A. González-Calero, et al.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 17, Iss. 1, pp. 10-17
Open Access | Times Cited: 1
Pablo Gutiérrez-Sánchez, Marco Antonio Gómez-Martín, Pedro A. González-Calero, et al.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 17, Iss. 1, pp. 10-17
Open Access | Times Cited: 1
Dynamic Difficulty Adjustment via Procedural Level Generation Guided by a Markov Decision Process for Platformers and Roguelikes
Colan F. Biemer
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2023) Vol. 19, Iss. 1, pp. 436-439
Open Access
Colan F. Biemer
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2023) Vol. 19, Iss. 1, pp. 436-439
Open Access