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:

Multi-segment evolution of dungeon game levels
Antonios Liapis
Proceedings of the Genetic and Evolutionary Computation Conference (2017), pp. 203-210
Closed Access | Times Cited: 25

Showing 25 citing articles:

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

GFGDA: general framework for generating dungeons with atmosphere
Mohammad Reza Hojatoleslami, Kamran Zamanifar, Zahra Zojaji
Multimedia Tools and Applications (2024) Vol. 83, Iss. 35, pp. 83275-83309
Closed Access | Times Cited: 3

Procedural Dungeon Generation: A Survey
Breno M. F. Viana, Selan Rodrigues dos Santos
Journal on Interactive Systems (2021) Vol. 12, Iss. 1, pp. 83-101
Open Access | Times Cited: 21

Procedural generation of dungeons’ maps and locked-door missions through an evolutionary algorithm validated with players
Leonardo T. Pereira, Paulo Victor de Souza Prado, Rafael Miranda Lopes, et al.
Expert Systems with Applications (2021) Vol. 180, pp. 115009-115009
Closed Access | Times Cited: 19

Using a Surrogate Model of Gameplay for Automated Level Design
Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis
(2018), pp. 1-8
Closed Access | Times Cited: 22

A Survey of Procedural Dungeon Generation
Breno M. F. Viana, Selan Rodrigues dos Santos
(2019) Vol. 57, pp. 29-38
Closed Access | Times Cited: 11

Tabletop Roleplaying Games as Procedural Content Generators
Matthew Guzdial, Devi Acharya, Max Kreminski, et al.
(2020), pp. 1-9
Open Access | Times Cited: 10

Illuminating the Space of Enemies Through MAP-Elites
Breno M. F. Viana, Leonardo T. Pereira, Cláudio Fabiano Motta Toledo
2021 IEEE Conference on Games (CoG) (2022), pp. 17-24
Open Access | Times Cited: 7

Evolving Dungeon Maps With Locked Door Missions
Leonardo T. Pereira, Paulo Victor de Souza Prado, Cláudio Fabiano Motta Toledo
2022 IEEE Congress on Evolutionary Computation (CEC) (2018), pp. 1-8
Closed Access | Times Cited: 8

Procedural Enemy Generation through Parallel Evolutionary Algorithm
Leonardo T. Pereira, Breno M. F. Viana, Cláudio Fabiano Motta Toledo
(2021), pp. 126-135
Closed Access | Times Cited: 7

Illuminating the Space of Dungeon Maps, Locked-Door Missions and Enemy Placement Through Map-Elites
Breno M. F. Viana, Leonardo T. Pereira, Cláudio Fabiano Motta Toledo
SSRN Electronic Journal (2022)
Open Access | Times Cited: 4

Hierarchically Composing Level Generators for the Creation of Complex Structures
Michael Beukman, Manuel Fokam, Marcel Kruger, et al.
IEEE Transactions on Games (2023) Vol. 16, Iss. 2, pp. 459-469
Open Access | Times Cited: 2

Piecemeal Evolution of a First Person Shooter Level
Antonios Liapis
Lecture notes in computer science (2018), pp. 275-291
Closed Access | Times Cited: 4

On Linking Level Segments
Colan F. Biemer, Seth Cooper
2021 IEEE Conference on Games (CoG) (2022), pp. 199-205
Closed Access | Times Cited: 3

2-Step Evolutionary Algorithm for the generation of dungeons with lock door missions using horizontal symmetry
F. Dumont, María-Cristina Riff
Proceedings of the Genetic and Evolutionary Computation Conference (2024), pp. 1210-1218
Closed Access

Generating Solvable and Difficult Logic Grid Puzzles
Fiona Shyne, Kaylah Facey, Seth Cooper
Proceedings of the Genetic and Evolutionary Computation Conference Companion (2024), pp. 699-702
Closed Access

A General-Purpose Expressive Algorithm for Room-Based Environments
Konstantinos Sfikas, Antonios Liapis, Georgios N. Yannakakis
(2022), pp. 1-9
Open Access | Times Cited: 2

Difficulty Curve-Based Procedural Generation of Scrolling Shooter Enemy Formations
Pratama Wirya Atmaja, Sugiarto Sugiarto, Eka Prakarsa Mandyartha
Journal of Physics Conference Series (2020) Vol. 1569, Iss. 2, pp. 022049-022049
Open Access | Times Cited: 1

Generating layout for complex cave-like levels with schematic maps and Cellular Automata
Izabella Antoniuk
Machine Graphics and Vision (2023) Vol. 32, Iss. 2, pp. 45-65
Open Access

Tabletop Roleplaying Games as Procedural Content Generators
Matthew Guzdial, Devi Acharya, Max Kreminski, et al.
arXiv (Cornell University) (2020)
Closed Access

Heart of Lorkhan: Procedural Generation in Interactive and Engaging Level Design
Chan Man Yew, Sharizal Pujahaas, Tanveer Khaleel Shaikh, et al.
(2022), pp. 1-5
Closed Access

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