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Transforming Game Difficulty Curves using Function Composition., и . CHI, стр. 551. ACM, (2019)Ordering Levels in Human Computation Games using Playtraces and Level Structure., и . CoG, стр. 620-623. IEEE, (2022)Desire Path-Inspired Procedural Placement of Coins in a Platformer Game., , , и . AIIDE Workshops, том 2282 из CEUR Workshop Proceedings, CEUR-WS.org, (2018)Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder., и . FDG, стр. 3:1-3:11. ACM, (2021)Predicting Human Computation Game Scores with Player Rating Systems., , и . ICEC, том 10507 из Lecture Notes in Computer Science, стр. 284-289. Springer, (2017)Blending Levels from Different Games using LSTMs., и . AIIDE Workshops, том 2282 из CEUR Workshop Proceedings, CEUR-WS.org, (2018)Level Difficulty and Player Skill Prediction in Human Computation Games., и . AIIDE, стр. 228-233. AAAI Press, (2017)Using rating arrays to estimate score distributions for player-versus-level matchmaking., и . FDG, стр. 12:1-12:8. ACM, (2019)Latent Combinational Game Design., и . IEEE Trans. Games, 16 (3): 659-669 (сентября 2024)Sequential Segment-based Level Generation and Blending using Variational Autoencoders., и . FDG, стр. 102:1-102:9. ACM, (2020)