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Wor(l)d-GAN: Towards Natural Language Based PCG in Minecraft, , и . IEEE Transactions on Games, (февраля 2022)11 pages, 10 figures..Unsupervised Features for Facial Expression Intensity Estimation Over Time., , , и . CVPR Workshops, стр. 1086-1094. Computer Vision Foundation / IEEE Computer Society, (2018)Game content generation from a single example.. University of Hanover, Hannover, Germany, (2023)TOAD-GAN: A Flexible Framework for Few-Shot Level Generation in Token-Based Games., , и . IEEE Trans. Games, 14 (2): 284-293 (2022)Explainable AI for Games, , , , , , , , , и 1 other автор(ы). Human-Game AI Interaction (Dagstuhl Seminar 22251), 12 (6): 73-75 (января 2023)Language Models for Procedural Content Generation, , , , , , , и . Human-Game AI Interaction (Dagstuhl Seminar 22251), 12 (6): 34-37 (января 2023)AI for Romantic Comedies, , , , , , , , , и 1 other автор(ы). Human-Game AI Interaction (Dagstuhl Seminar 22251), 12 (6): 37-39 (января 2023)Learning Disentangled Representations via Independent Subspaces., , и . ICCV Workshops, стр. 560-568. IEEE, (2019)Unsupervised Features for Facial Expression Intensity Estimation over Time, , , и . Computer Vision and Pattern Recognition Workshops (CVPRW), (июня 2018)Artificial Intelligence for Audiences, , , , , , , и . Human-Game AI Interaction (Dagstuhl Seminar 22251), 12 (6): 50-54 (января 2023)