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1. Affectively Framework: Towards Human-like Affect-Based Agents

2. GameVibe: A Multimodal Affective Game Corpus

3. Dynamic Quality-Diversity Search

4. MAP-Elites with Transverse Assessment for Multimodal Problems in Creative Domains

5. Large Language Models and Games: A Survey and Roadmap

6. BehAVE: Behaviour Alignment of Video Game Encodings

7. Predicting Player Engagement in Tom Clancy's The Division 2: A Multimodal Approach via Pixels and Gamepad Actions

8. Knowing Your Annotator: Rapidly Testing the Reliability of Affect Annotation

9. Towards General Game Representations: Decomposing Games Pixels into Content and Style

10. From the Lab to the Wild: Affect Modeling via Privileged Information

11. Controllable Exploration of a Design Space via Interactive Quality Diversity

12. Architext: Language-Driven Generative Architecture Design

13. The Invariant Ground Truth of Affect

14. Open-Ended Evolution for Minecraft Building Generation

15. Generative Personas That Behave and Experience Like Humans

16. Play with Emotion: Affect-Driven Reinforcement Learning

17. Supervised Contrastive Learning for Affect Modelling

18. Game State Learning via Game Scene Augmentation

19. Revisiting lp-constrained Softmax Loss: A Comprehensive Study

20. Learning Task-Independent Game State Representations from Unlabeled Images

22. Seeding Diversity into AI Art

23. RankNEAT: Outperforming Stochastic Gradient Search in Preference Learning Tasks

24. Architectural Form and Affect: A Spatiotemporal Study of Arousal

25. 'What Artists Want': Elicitation of Artist Requirements to Feed the Design on a New Collaboration Platform for Creative Work

26. Towards General Models of Player Experience: A Study Within Genres

27. AffectGAN: Affect-Based Generative Art Driven by Semantics

28. Go-Blend behavior and affect

29. Privileged Information for Modeling Affect In The Wild

30. Contrastive Learning of Generalized Game Representations

31. Monte Carlo Elites: Quality-Diversity Selection as a Multi-Armed Bandit Problem

32. ARCH-Elites: Quality-Diversity for Urban Design

33. The Arousal video Game AnnotatIoN (AGAIN) Dataset

34. Pairing Character Classes in a Deathmatch Shooter Game via a Deep-Learning Surrogate Model

35. Playing Against the Board: Rolling Horizon Evolutionary Algorithms Against Pandemic

36. Transforming Exploratory Creativity with DeLeNoX

37. SuSketch: Surrogate Models of Gameplay as a Design Assistant

38. 10 Years of the PCG workshop: Past and Future Trends

39. Collaborative Agent Gameplay in the Pandemic Board Game

40. The Pixels and Sounds of Emotion: General-Purpose Representations of Arousal in Games

41. Tabletop Roleplaying Games as Procedural Content Generators

42. I Feel I Feel You: A Theory of Mind Experiment in Games

43. Procedural Content Generation through Quality Diversity

44. From Pixels to Affect: A Study on Games and Player Experience

45. PAGAN: Video Affect Annotation Made Easy

46. Two-step Constructive Approaches for Dungeon Generation

47. Your Gameplay Says It All: Modelling Motivation in Tom Clancy's The Division

48. DATA Agent

49. Quality Diversity Through Surprise

50. Data-driven Design: A Case for Maximalist Game Design

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