
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:
Search-Based Procedural Content Generation: A Taxonomy and Survey
Julian Togelius, Georgios N. Yannakakis, Kenneth O. Stanley, et al.
IEEE Transactions on Computational Intelligence and AI in Games (2011) Vol. 3, Iss. 3, pp. 172-186
Closed Access | Times Cited: 639
Julian Togelius, Georgios N. Yannakakis, Kenneth O. Stanley, et al.
IEEE Transactions on Computational Intelligence and AI in Games (2011) Vol. 3, Iss. 3, pp. 172-186
Closed Access | Times Cited: 639
Showing 1-25 of 639 citing articles:
Survey of the State of the Art in Natural Language Generation: Core tasks, applications and evaluation
Albert Gatt, Emiel Krahmer
Journal of Artificial Intelligence Research (2018) Vol. 61, pp. 65-170
Open Access | Times Cited: 719
Albert Gatt, Emiel Krahmer
Journal of Artificial Intelligence Research (2018) Vol. 61, pp. 65-170
Open Access | Times Cited: 719
Designing neural networks through neuroevolution
Kenneth O. Stanley, Jeff Clune, Joel Lehman, et al.
Nature Machine Intelligence (2018) Vol. 1, Iss. 1, pp. 24-35
Closed Access | Times Cited: 601
Kenneth O. Stanley, Jeff Clune, Joel Lehman, et al.
Nature Machine Intelligence (2018) Vol. 1, Iss. 1, pp. 24-35
Closed Access | Times Cited: 601
Experience-Driven Procedural Content Generation
Georgios N. Yannakakis, Julian Togelius
IEEE Transactions on Affective Computing (2011) Vol. 2, Iss. 3, pp. 147-161
Open Access | Times Cited: 429
Georgios N. Yannakakis, Julian Togelius
IEEE Transactions on Affective Computing (2011) Vol. 2, Iss. 3, pp. 147-161
Open Access | Times Cited: 429
Procedural Content Generation via Machine Learning (PCGML)
Adam Summerville, Sam Snodgrass, Matthew Guzdial, et al.
IEEE Transactions on Games (2018) Vol. 10, Iss. 3, pp. 257-270
Open Access | Times Cited: 311
Adam Summerville, Sam Snodgrass, Matthew Guzdial, et al.
IEEE Transactions on Games (2018) Vol. 10, Iss. 3, pp. 257-270
Open Access | Times Cited: 311
Evolving mario levels in the latent space of a deep convolutional generative adversarial network
Vanessa Volz, Jacob Schrum, Jialin Liu, et al.
Proceedings of the Genetic and Evolutionary Computation Conference (2018)
Open Access | Times Cited: 235
Vanessa Volz, Jacob Schrum, Jialin Liu, et al.
Proceedings of the Genetic and Evolutionary Computation Conference (2018)
Open Access | Times Cited: 235
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
Daniele Fernandes E. Silva, Rafael Torchelsen, Marílton Sanchotene de Aguiar
Multimedia Tools and Applications (2025)
Closed Access | Times Cited: 1
Sentient sketchbook : computer-assisted game level authoring
Antonios Liapis, Georgios N. Yannakakis, Julian Togelius
Foundations of Digital Games (2013), pp. 213-220
Closed Access | Times Cited: 168
Antonios Liapis, Georgios N. Yannakakis, Julian Togelius
Foundations of Digital Games (2013), pp. 213-220
Closed Access | Times Cited: 168
A Panorama of Artificial and Computational Intelligence in Games
Georgios N. Yannakakis, Julian Togelius
IEEE Transactions on Computational Intelligence and AI in Games (2014) Vol. 7, Iss. 4, pp. 317-335
Open Access | Times Cited: 154
Georgios N. Yannakakis, Julian Togelius
IEEE Transactions on Computational Intelligence and AI in Games (2014) Vol. 7, Iss. 4, pp. 317-335
Open Access | Times Cited: 154
Neuroevolution in Games: State of the Art and Open Challenges
Sebastian Risi, Julian Togelius
IEEE Transactions on Computational Intelligence and AI in Games (2015) Vol. 9, Iss. 1, pp. 25-41
Open Access | Times Cited: 144
Sebastian Risi, Julian Togelius
IEEE Transactions on Computational Intelligence and AI in Games (2015) Vol. 9, Iss. 1, pp. 25-41
Open Access | Times Cited: 144
Paired Open-Ended Trailblazer (POET): Endlessly Generating Increasingly Complex and Diverse Learning Environments and Their Solutions
Rui Wang, Joel Lehman, Jeff Clune, et al.
arXiv (Cornell University) (2019)
Open Access | Times Cited: 138
Rui Wang, Joel Lehman, Jeff Clune, et al.
arXiv (Cornell University) (2019)
Open Access | Times Cited: 138
The 2010 Mario AI Championship: Level Generation Track
Noor Shaker, Julian Togelius, Georgios N. Yannakakis, et al.
IEEE Transactions on Computational Intelligence and AI in Games (2011) Vol. 3, Iss. 4, pp. 332-347
Open Access | Times Cited: 126
Noor Shaker, Julian Togelius, Georgios N. Yannakakis, et al.
IEEE Transactions on Computational Intelligence and AI in Games (2011) Vol. 3, Iss. 4, pp. 332-347
Open Access | Times Cited: 126
PCGRL: Procedural Content Generation via Reinforcement Learning
Ahmed Khalifa, Philip Bontrager, Sam Earle, et al.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2020) Vol. 16, Iss. 1, pp. 95-101
Open Access | Times Cited: 105
Ahmed Khalifa, Philip Bontrager, Sam Earle, et al.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2020) Vol. 16, Iss. 1, pp. 95-101
Open Access | Times Cited: 105
Evolving personas for player decision modeling
Christoffer Holmgård, Antonios Liapis, Julian Togelius, et al.
(2014), pp. 1-8
Open Access | Times Cited: 101
Christoffer Holmgård, Antonios Liapis, Julian Togelius, et al.
(2014), pp. 1-8
Open Access | Times Cited: 101
Increasing generality in machine learning through procedural content generation
Sebastian Risi, Julian Togelius
Nature Machine Intelligence (2020) Vol. 2, Iss. 8, pp. 428-436
Open Access | Times Cited: 89
Sebastian Risi, Julian Togelius
Nature Machine Intelligence (2020) Vol. 2, Iss. 8, pp. 428-436
Open Access | Times Cited: 89
Friend, Collaborator, Student, Manager
Matthew Guzdial, Nicholas Liao, Jonathan H. Chen, et al.
(2019), pp. 1-13
Open Access | Times Cited: 82
Matthew Guzdial, Nicholas Liao, Jonathan H. Chen, et al.
(2019), pp. 1-13
Open Access | Times Cited: 82
Game Level Generation from Gameplay Videos
Matthew Guzdial, Mark Riedl
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 12, Iss. 1, pp. 44-50
Open Access | Times Cited: 81
Matthew Guzdial, Mark Riedl
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 12, Iss. 1, pp. 44-50
Open Access | Times Cited: 81
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
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
Towards Personalised Gaming via Facial Expression Recognition
Paris Mavromoustakos Blom, Sander Bakkes, Chek Tien Tan, et al.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 10, Iss. 1, pp. 30-36
Open Access | Times Cited: 77
Paris Mavromoustakos Blom, Sander Bakkes, Chek Tien Tan, et al.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 10, Iss. 1, pp. 30-36
Open Access | Times Cited: 77
A Temporal Data-Driven Player Model for Dynamic Difficulty Adjustment
Alexander Zook, Mark Riedl
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 8, Iss. 1, pp. 93-98
Open Access | Times Cited: 64
Alexander Zook, Mark Riedl
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 8, Iss. 1, pp. 93-98
Open Access | Times Cited: 64
Towards a Generic Method of Evaluating Game Levels
Antonios Liapis, Georgios N. Yannakakis, Julian Togelius
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 9, Iss. 1, pp. 30-36
Open Access | Times Cited: 63
Antonios Liapis, Georgios N. Yannakakis, Julian Togelius
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 9, Iss. 1, pp. 30-36
Open Access | Times Cited: 63
Combining Search-Based Procedural Content Generation and Social Gaming in the Petalz Video Game
Sebastian Risi, Joel Lehman, David B. D’Ambrosio, et al.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 8, Iss. 1, pp. 63-68
Open Access | Times Cited: 57
Sebastian Risi, Joel Lehman, David B. D’Ambrosio, et al.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2021) Vol. 8, Iss. 1, pp. 63-68
Open Access | Times Cited: 57
Towards a Video Game Description Language
Marc Ebner, John Levine, Simon M. Lucas, et al.
(2013), pp. 85-100
Closed Access | Times Cited: 99
Marc Ebner, John Levine, Simon M. Lucas, et al.
(2013), pp. 85-100
Closed Access | Times Cited: 99
Player behavioural modelling for video games
Sander Bakkes, Pieter Spronck, Giel van Lankveld
Entertainment Computing (2012) Vol. 3, Iss. 3, pp. 71-79
Closed Access | Times Cited: 98
Sander Bakkes, Pieter Spronck, Giel van Lankveld
Entertainment Computing (2012) Vol. 3, Iss. 3, pp. 71-79
Closed Access | Times Cited: 98
A case study of expressively constrainable level design automation tools for a puzzle game
Adam M. Smith, Erik Andersen, Michael Mateas, et al.
(2012), pp. 156-163
Open Access | Times Cited: 89
Adam M. Smith, Erik Andersen, Michael Mateas, et al.
(2012), pp. 156-163
Open Access | Times Cited: 89