
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:
Learning to Speed Up Evolutionary Content Generation in Physics-Based Puzzle Games
Leonardo T. Pereira, Cláudio Fabiano Motta Toledo, Lucas N. Ferreira, et al.
(2016), pp. 901-907
Closed Access | Times Cited: 14
Leonardo T. Pereira, Cláudio Fabiano Motta Toledo, Lucas N. Ferreira, et al.
(2016), pp. 901-907
Closed Access | Times Cited: 14
Showing 14 citing articles:
Procedural Video Game Scene Generation by Genetic and Neutrosophic WASPAS Algorithms
Aurimas Petrovas, Romualdas Baušys
Applied Sciences (2022) Vol. 12, Iss. 2, pp. 772-772
Open Access | Times Cited: 16
Aurimas Petrovas, Romualdas Baušys
Applied Sciences (2022) Vol. 12, Iss. 2, pp. 772-772
Open Access | Times Cited: 16
Generating varied, stable and solvable levels for angry birds style physics games
Matthew Stephenson, Jochen Renz
(2017), pp. 288-295
Closed Access | Times Cited: 23
Matthew Stephenson, Jochen Renz
(2017), pp. 288-295
Closed Access | Times Cited: 23
The 2017 AIBIRDS Level Generation Competition
Matthew Stephenson, Jochen Renz, Xiaoyu Ge, et al.
IEEE Transactions on Games (2018) Vol. 11, Iss. 3, pp. 275-284
Closed Access | Times Cited: 23
Matthew Stephenson, Jochen Renz, Xiaoyu Ge, et al.
IEEE Transactions on Games (2018) Vol. 11, Iss. 3, pp. 275-284
Closed Access | Times Cited: 23
Creating a Hyper-Agent for Solving Angry Birds Levels
Matthew Stephenson, Jochen Renz
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 13, Iss. 1, pp. 234-240
Open Access | Times Cited: 15
Matthew Stephenson, Jochen Renz
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 13, Iss. 1, pp. 234-240
Open Access | Times Cited: 15
Co-evolution of limited resources in the memory-based spatial evolutionary game
Chengbin Sun, Chao Luo
Chaos Solitons & Fractals (2019) Vol. 131, pp. 109504-109504
Closed Access | Times Cited: 16
Chengbin Sun, Chao Luo
Chaos Solitons & Fractals (2019) Vol. 131, pp. 109504-109504
Closed Access | Times Cited: 16
Termite inspired algorithm for traffic engineering in hybrid software defined networks
R. Ananthalakshmi Ammal, Sajimon PC, S. S. Vinod Chandra
PeerJ Computer Science (2020) Vol. 6, pp. e283-e283
Open Access | Times Cited: 15
R. Ananthalakshmi Ammal, Sajimon PC, S. S. Vinod Chandra
PeerJ Computer Science (2020) Vol. 6, pp. e283-e283
Open Access | Times Cited: 15
Generation of Creative Game Scene Patterns by the Neutrosophic Genetic CoCoSo Method
Aurimas PETROVAS, Romualdas BAUSYS, Edmundas Kazimieras Zavadskas, et al.
Studies in Informatics and Control (2022) Vol. 31, Iss. 4, pp. 5-11
Open Access | Times Cited: 8
Aurimas PETROVAS, Romualdas BAUSYS, Edmundas Kazimieras Zavadskas, et al.
Studies in Informatics and Control (2022) Vol. 31, Iss. 4, pp. 5-11
Open Access | Times Cited: 8
Procedural generation of angry birds fun levels using pattern-struct and preset-model
Yuxuan Jiang, Tomohiro Harada, Ruck Thawonmas
(2017), pp. 154-161
Closed Access | Times Cited: 14
Yuxuan Jiang, Tomohiro Harada, Ruck Thawonmas
(2017), pp. 154-161
Closed Access | Times Cited: 14
Tanager: A Generator of Feasible and Engaging Levels for <italic>Angry Birds</italic>
Lucas N. Ferreira, Cláudio Fabiano Motta Toledo
IEEE Transactions on Games (2017) Vol. 10, Iss. 3, pp. 304-316
Closed Access | Times Cited: 14
Lucas N. Ferreira, Cláudio Fabiano Motta Toledo
IEEE Transactions on Games (2017) Vol. 10, Iss. 3, pp. 304-316
Closed Access | Times Cited: 14
Speeding up Search-Based Algorithms for Level Generation in Physics-Based Puzzle Games
Leonardo T. Pereira, Cláudio Fabiano Motta Toledo
International Journal of Artificial Intelligence Tools (2017) Vol. 26, Iss. 05, pp. 1760019-1760019
Closed Access | Times Cited: 4
Leonardo T. Pereira, Cláudio Fabiano Motta Toledo
International Journal of Artificial Intelligence Tools (2017) Vol. 26, Iss. 05, pp. 1760019-1760019
Closed Access | Times Cited: 4
Computational creativity in video game scene generation by genetic multi-criteria decision-making methods
Aurimas Petrovas
(2024)
Open Access
Aurimas Petrovas
(2024)
Open Access
Cognitive Gaming
Wei Cai, Yuanfang Chi, Victor C. M. Leung
IT Professional (2017) Vol. 19, Iss. 4, pp. 55-62
Closed Access | Times Cited: 2
Wei Cai, Yuanfang Chi, Victor C. M. Leung
IT Professional (2017) Vol. 19, Iss. 4, pp. 55-62
Closed Access | Times Cited: 2
ATLAS CHRONICLE: DEVELOPMENT AND VERIFICATION OF A SYSTEM FOR PROCEDURAL GENERATION OF STORY-DRIVEN GAMES
Elizabeth Matthews, Juan E. Gilbert
(2020)
Open Access | Times Cited: 2
Elizabeth Matthews, Juan E. Gilbert
(2020)
Open Access | Times Cited: 2