
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:
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
Showing 1-25 of 311 citing articles:
Deep Learning for Video Game Playing
Niels Justesen, Philip Bontrager, Julian Togelius, et al.
IEEE Transactions on Games (2019) Vol. 12, Iss. 1, pp. 1-20
Open Access | Times Cited: 218
Niels Justesen, Philip Bontrager, Julian Togelius, et al.
IEEE Transactions on Games (2019) Vol. 12, Iss. 1, pp. 1-20
Open Access | Times Cited: 218
Human-Centered Interaction in Virtual Worlds: A New Era of Generative Artificial Intelligence and Metaverse
Yuying Wang, Wang Le, Keng Siau
International Journal of Human-Computer Interaction (2024), pp. 1-43
Closed Access | Times Cited: 25
Yuying Wang, Wang Le, Keng Siau
International Journal of Human-Computer Interaction (2024), pp. 1-43
Closed Access | Times Cited: 25
The Metaverse digital environments: A scoping review of the techniques, technologies, and applications
Muhammad Tukur, Jens Schneider, Mowafa Househ, et al.
Journal of King Saud University - Computer and Information Sciences (2024) Vol. 36, Iss. 2, pp. 101967-101967
Open Access | Times Cited: 19
Muhammad Tukur, Jens Schneider, Mowafa Househ, et al.
Journal of King Saud University - Computer and Information Sciences (2024) Vol. 36, Iss. 2, pp. 101967-101967
Open Access | Times Cited: 19
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
Reinforcement Learning for Improving Agent Design
David Ha
Artificial Life (2019) Vol. 25, Iss. 4, pp. 352-365
Open Access | Times Cited: 98
David Ha
Artificial Life (2019) Vol. 25, Iss. 4, pp. 352-365
Open Access | Times Cited: 98
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
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
Level Generation Through Large Language Models
Graham Todd, Sam Earle, Muhammad Nasir, et al.
(2023)
Open Access | Times Cited: 38
Graham Todd, Sam Earle, Muhammad Nasir, et al.
(2023)
Open Access | Times Cited: 38
Orchestrating Game Generation
Antonios Liapis, Georgios N. Yannakakis, Mark Nelson, et al.
IEEE Transactions on Games (2018) Vol. 11, Iss. 1, pp. 48-68
Open Access | Times Cited: 61
Antonios Liapis, Georgios N. Yannakakis, Mark Nelson, et al.
IEEE Transactions on Games (2018) Vol. 11, Iss. 1, pp. 48-68
Open Access | Times Cited: 61
Procedural Content Generation through Quality Diversity
Daniele Gravina, Ahmed Khalifa, Antonios Liapis, et al.
2021 IEEE Conference on Games (CoG) (2019), pp. 1-8
Open Access | Times Cited: 61
Daniele Gravina, Ahmed Khalifa, Antonios Liapis, et al.
2021 IEEE Conference on Games (CoG) (2019), pp. 1-8
Open Access | Times Cited: 61
Interactive evolution and exploration within latent level-design space of generative adversarial networks
Jacob Schrum, Jake Gutierrez, Vanessa Volz, et al.
Proceedings of the Genetic and Evolutionary Computation Conference (2020)
Open Access | Times Cited: 53
Jacob Schrum, Jake Gutierrez, Vanessa Volz, et al.
Proceedings of the Genetic and Evolutionary Computation Conference (2020)
Open Access | Times Cited: 53
Software Product Families from a Phylogenetics Perspective for Video Game Content Generation
Samuel Navarro, Jorge Chueca, Daniel Blasco, et al.
(2025)
Closed Access
Samuel Navarro, Jorge Chueca, Daniel Blasco, et al.
(2025)
Closed Access
Angry Birds Level Generation to Achieve Diverse Results Having Controllable Similarity to an Example
Mury F. Dewantoro, Febri Abdullah, Ruck Thawonmas
Journal of Information Processing (2025) Vol. 33, pp. 210-218
Open Access
Mury F. Dewantoro, Febri Abdullah, Ruck Thawonmas
Journal of Information Processing (2025) Vol. 33, pp. 210-218
Open Access
DOOM Level Generation Using Generative Adversarial Networks
Edoardo Giacomello, Pier Luca Lanzi, Daniele Loiacono
(2018)
Open Access | Times Cited: 54
Edoardo Giacomello, Pier Luca Lanzi, Daniele Loiacono
(2018)
Open Access | Times Cited: 54
Expanding Expressive Range: Evaluation Methodologies for Procedural Content Generation
Adam Summerville
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2018) Vol. 14, Iss. 1, pp. 116-122
Open Access | Times Cited: 50
Adam Summerville
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2018) Vol. 14, Iss. 1, pp. 116-122
Open Access | Times Cited: 50
Winning Is Not Everything: Enhancing Game Development With Intelligent Agents
Yunqi Zhao, Igor Borovikov, Fernando de Mesentier Silva, et al.
IEEE Transactions on Games (2020) Vol. 12, Iss. 2, pp. 199-212
Closed Access | Times Cited: 39
Yunqi Zhao, Igor Borovikov, Fernando de Mesentier Silva, et al.
IEEE Transactions on Games (2020) Vol. 12, Iss. 2, pp. 199-212
Closed Access | Times Cited: 39
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
Illuminating diverse neural cellular automata for level generation
Sam Earle, Justin Snider, Matthew C. Fontaine, et al.
Proceedings of the Genetic and Evolutionary Computation Conference (2022), pp. 68-76
Open Access | Times Cited: 23
Sam Earle, Justin Snider, Matthew C. Fontaine, et al.
Proceedings of the Genetic and Evolutionary Computation Conference (2022), pp. 68-76
Open Access | Times Cited: 23
Game Engine Learning from Video
Matthew Guzdial, Boyang Li, Mark Riedl
(2017), pp. 3707-3713
Open Access | Times Cited: 44
Matthew Guzdial, Boyang Li, Mark Riedl
(2017), pp. 3707-3713
Open Access | Times Cited: 44
Generating Educational Game Levels with Multistep Deep Convolutional Generative Adversarial Networks
Kyungjin Park, Bradford Mott, Wookhee Min, et al.
2021 IEEE Conference on Games (CoG) (2019)
Closed Access | Times Cited: 42
Kyungjin Park, Bradford Mott, Wookhee Min, et al.
2021 IEEE Conference on Games (CoG) (2019)
Closed Access | Times Cited: 42
Autoencoder and Evolutionary Algorithm for Level Generation in Lode Runner
Sarjak Thakkar, Changxing Cao, Lifan Wang, et al.
2021 IEEE Conference on Games (CoG) (2019)
Closed Access | Times Cited: 39
Sarjak Thakkar, Changxing Cao, Lifan Wang, et al.
2021 IEEE Conference on Games (CoG) (2019)
Closed Access | Times Cited: 39
Baba is Y’all: Collaborative Mixed-Initiative Level Design
M Charity, Ahmed Khalifa, Julian Togelius
2021 IEEE Conference on Games (CoG) (2020), pp. 542-549
Open Access | Times Cited: 34
M Charity, Ahmed Khalifa, Julian Togelius
2021 IEEE Conference on Games (CoG) (2020), pp. 542-549
Open Access | Times Cited: 34
Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study
Tianye Shu, Jialin Liu, Georgios N. Yannakakis
2021 IEEE Conference on Games (CoG) (2021), pp. 1-9
Open Access | Times Cited: 30
Tianye Shu, Jialin Liu, Georgios N. Yannakakis
2021 IEEE Conference on Games (CoG) (2021), pp. 1-9
Open Access | Times Cited: 30
Learning Controllable Content Generators
Sam Earle, Maria Edwards, Ahmed Khalifa, et al.
2021 IEEE Conference on Games (CoG) (2021), pp. 1-9
Open Access | Times Cited: 29
Sam Earle, Maria Edwards, Ahmed Khalifa, et al.
2021 IEEE Conference on Games (CoG) (2021), pp. 1-9
Open Access | Times Cited: 29
Mixed-Initiative Level Design with RL Brush
Omar Delarosa, Hang Dong, Mindy Ruan, et al.
Lecture notes in computer science (2021), pp. 412-426
Closed Access | Times Cited: 27
Omar Delarosa, Hang Dong, Mindy Ruan, et al.
Lecture notes in computer science (2021), pp. 412-426
Closed Access | Times Cited: 27