Noor Shaker
Title
Cited by
Cited by
Year
Procedural content generation in games
N Shaker, J Togelius, MJ Nelson
Springer International Publishing, 2016
5382016
Towards automatic personalized content generation for platform games
N Shaker, G Yannakakis, J Togelius
Sixth artificial intelligence and interactive digital entertainment conference, 2010
2632010
The 2010 Mario AI championship: Level generation track
N Shaker, J Togelius, GN Yannakakis, B Weber, T Shimizu, T Hashiyama, ...
IEEE Transactions on Computational Intelligence and AI in Games 3 (4), 332-347, 2011
1712011
Evolving levels for super mario bros using grammatical evolution
N Shaker, M Nicolau, GN Yannakakis, J Togelius, M O'neill
2012 IEEE Conference on Computational Intelligence and Games (CIG), 304-311, 2012
151*2012
Evolving levels for super mario bros using grammatical evolution
N Shaker, M Nicolau, GN Yannakakis, J Togelius, M O'neill
2012 IEEE Conference on Computational Intelligence and Games (CIG), 304-311, 2012
151*2012
Imitating human playing styles in super mario bros
J Ortega, N Shaker, J Togelius, GN Yannakakis
Entertainment Computing 4 (2), 93-104, 2013
1042013
The mario ai championship 2009-2012
J Togelius, N Shaker, S Karakovskiy, GN Yannakakis
AI Magazine 34 (3), 89-92, 2013
862013
Constructive generation methods for dungeons and levels
N Shaker, A Liapis, J Togelius, R Lopes, R Bidarra
Procedural Content Generation in Games, 31-55, 2016
852016
Fusing visual and behavioral cues for modeling user experience in games
N Shaker, S Asteriadis, GN Yannakakis, K Karpouzis
IEEE transactions on cybernetics 43 (6), 1519-1531, 2013
792013
Ropossum: An authoring tool for designing, optimizing and solving cut the rope levels
N Shaker, M Shaker, J Togelius
Ninth Artificial Intelligence and Interactive Digital Entertainment Conference, 2013
782013
Evolving playable content for cut the rope through a simulation-based approach
N Shaker, M Shaker, J Togelius
Ninth Artificial Intelligence and Interactive Digital Entertainment Conference, 2013
692013
A comparative evaluation of procedural level generators in the mario ai framework
B Horn, S Dahlskog, N Shaker, G Smith, J Togelius
Foundations of Digital Games 2014, Ft. Lauderdale, Florida, USA (2014), 1-8, 2014
662014
Crowdsourcing the aesthetics of platform games
N Shaker, GN Yannakakis, J Togelius
IEEE Transactions on Computational Intelligence and AI in Games 5 (3), 276-290, 2012
642012
A game-based corpus for analysing the interplay between game context and player experience
N Shaker, S Asteriadis, GN Yannakakis, K Karpouzis
International Conference on Affective Computing and Intelligent Interaction …, 2011
632011
Assessing believability
J Togelius, GN Yannakakis, S Karakovskiy, N Shaker
Believable bots, 215-230, 2013
602013
Mixed-initiative content creation
A Liapis, G Smith, N Shaker
Procedural content generation in games, 195-214, 2016
572016
Automatic generation and analysis of physics-based puzzle games
M Shaker, MH Sarhan, O Al Naameh, N Shaker, J Togelius
2013 IEEE Conference on Computational Inteligence in Games (CIG), 1-8, 2013
452013
The turing test track of the 2012 mario ai championship: entries and evaluation
N Shaker, J Togelius, GN Yannakakis, L Poovanna, VS Ethiraj, ...
2013 IEEE Conference on Computational Inteligence in Games (CIG), 1-8, 2013
402013
Grammars and L-systems with applications to vegetation and levels
J Togelius, N Shaker, J Dormans
Procedural Content Generation in Games, 73-98, 2016
372016
Feature analysis for modeling game content quality
N Shaker, GN Yannakakis, J Togelius
2011 IEEE Conference on Computational Intelligence and Games (CIG'11), 126-133, 2011
372011
The system can't perform the operation now. Try again later.
Articles 1–20