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:

Bootstrapping Conditional GANs for Video Game Level Generation
Rubén Rodríguez Torrado, Ahmed Khalifa, Michael Cerny Green, et al.
2021 IEEE Conference on Games (CoG) (2020), pp. 41-48
Open Access | Times Cited: 81

Showing 1-25 of 81 citing articles:

Generative adversarial network: An overview of theory and applications
Alankrita Aggarwal, Mamta Mittal, Gopi Battineni
International Journal of Information Management Data Insights (2021) Vol. 1, Iss. 1, pp. 100004-100004
Open Access | Times Cited: 519

Procedural game level generation with GANs: potential, weaknesses, and unresolved challenges in the literature
Daniele Fernandes E. Silva, Rafael Torchelsen, Marílton Sanchotene de Aguiar
Multimedia Tools and Applications (2025)
Closed Access | Times Cited: 1

Physics-informed attention-based neural network for hyperbolic partial differential equations: application to the Buckley–Leverett problem
Ruben Rodriguez-Torrado, Pablo Jácome Ruiz, Luis Cueto‐Felgueroso, et al.
Scientific Reports (2022) Vol. 12, Iss. 1
Open Access | Times Cited: 56

Level Generation Through Large Language Models
Graham Todd, Sam Earle, Muhammad Nasir, et al.
(2023)
Open Access | Times Cited: 38

Creativity and Machine Learning: A Survey
Giorgio Franceschelli, Mirco Musolesi
ACM Computing Surveys (2024) Vol. 56, Iss. 11, pp. 1-41
Open Access | Times Cited: 8

Generative Adversarial Network Rooms in Generative Graph Grammar Dungeons for The Legend of Zelda
Jake Gutierrez, Jacob Schrum
2022 IEEE Congress on Evolutionary Computation (CEC) (2020), pp. 1-8
Open Access | Times Cited: 33

TOAD-GAN: Coherent Style Level Generation from a Single Example
Maren Awiszus, Frederik Schubert, Bodo Rosenhahn
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2020) Vol. 16, Iss. 1, pp. 10-16
Open Access | Times Cited: 24

On the Importance of Environments in Human-Robot Coordination
Matthew C. Fontaine, Ya-Chuan Hsu, Yulun Zhang, et al.
(2021)
Open Access | Times Cited: 22

Learning Controllable 3D Level Generators
Zehua Jiang, Sam Earle, Michael Cerny Green, et al.
(2022), pp. 1-9
Open Access | Times Cited: 15

A Hybrid Approach to Procedural Generation of Roguelike Video Game Levels
Alexander Gellel, Penny Sweetser
(2020) Vol. 4, pp. 1-10
Open Access | Times Cited: 19

Video Game Level Repair via Mixed Integer Linear Programming
Hejia Zhang, Matthew C. Fontaine, Amy K. Hoover, et al.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2020) Vol. 16, Iss. 1, pp. 151-158
Open Access | Times Cited: 18

Deep Generative Models: A Review
Rayeesa Mehmood, Rumaan Bashir, Kaiser J Giri
Indian Journal of Science and Technology (2023) Vol. 16, Iss. 7, pp. 460-467
Open Access | Times Cited: 6

Practical PCG Through Large Language Models
Muhammad Nasir, Julian Togelius
2021 IEEE Conference on Games (CoG) (2023), pp. 1-4
Open Access | Times Cited: 6

Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning
Vanessa Volz, Niels Justesen, Sam Snodgrass, et al.
2021 IEEE Conference on Games (CoG) (2020), pp. 399-406
Open Access | Times Cited: 15

Recent Research on AI in Games
Boming Xia, Xiaozhen Ye, Adnan Omer Abuassba
2022 International Wireless Communications and Mobile Computing (IWCMC) (2020)
Closed Access | Times Cited: 14

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

A Systematic Review on Generative Adversarial Network (GAN): Challenges and Future Directions
Ankitha A. Nayak, P S Venugopala, B P Ashwini
Archives of Computational Methods in Engineering (2024)
Closed Access | Times Cited: 1

DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft
Sam Earle, Filippos Kokkinos, Yuhe Nie, et al.
(2024), pp. 1-15
Open Access | Times Cited: 1

Procedural Level Generation for Sokoban via Deep Learning: An Experimental Study
Yahia Zakaria, Magda B. Fayek, Mayada Hadhoud
IEEE Transactions on Games (2022) Vol. 15, Iss. 1, pp. 108-120
Closed Access | Times Cited: 8

Path of Destruction: Learning an Iterative Level Generator Using a Small Dataset
Matthew Siper, Ahmed Khalifa, Julian Togelius
2021 IEEE Symposium Series on Computational Intelligence (SSCI) (2022)
Open Access | Times Cited: 8

VTM-GAN: video-text matcher based generative adversarial network for generating videos from textual description
Rayeesa Mehmood, Rumaan Bashir, Kaiser J. Giri
International Journal of Information Technology (2023) Vol. 16, Iss. 1, pp. 221-236
Closed Access | Times Cited: 4

Automatic Generation of Super Mario Levels via Graph Grammars
Eduardo Hauck, Claus Aranha
2021 IEEE Conference on Games (CoG) (2020)
Closed Access | Times Cited: 12

TOAD-GAN: A Flexible Framework for Few-Shot Level Generation in Token-Based Games
Frederik Schubert, Maren Awiszus, Bodo Rosenhahn
IEEE Transactions on Games (2021) Vol. 14, Iss. 2, pp. 284-293
Closed Access | Times Cited: 11

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

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