activity
20142023
most citedProcedural Content Generation through Quality Diversity

125 citations · 485 across the 34 of their papers we have counts for

collaborators
Showing cs.AIShow all

14 papers · 1 filter

cs.AI2022

The Invariant Ground Truth of Affect

Konstantinos Makantasis, Kosmas Pinitas, Antonios Liapis +1

Affective computing strives to unveil the unknown relationship between affect elicitation, manifestation of affect and affect annotations. The ground truth of affect, however, is p…

cs.AI2022★ 25 cited

Generative Personas That Behave and Experience Like Humans

Matthew Barthet, Ahmed Khalifa, Antonios Liapis +1

Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of A…

cs.AI2022

Seeding Diversity into AI Art

Marvin Zammit, Antonios Liapis, Georgios N. Yannakakis

This paper argues that generative art driven by conformance to a visual and/or semantic corpus lacks the necessary criteria to be considered creative. Among several issues identifi…

cs.AI2021★ 8 cited

Playing Against the Board: Rolling Horizon Evolutionary Algorithms Against Pandemic

Konstantinos Sfikas, Antonios Liapis

Competitive board games have provided a rich and diverse testbed for artificial intelligence. This paper contends that collaborative board games pose a different challenge to artif…

cs.AI2021★ 15 cited

SuSketch: Surrogate Models of Gameplay as a Design Assistant

Panagiotis Migkotzidis, Antonios Liapis

This paper introduces SuSketch, a design tool for first person shooter levels. SuSketch provides the designer with gameplay predictions for two competing players of specific charac…

cs.AI2021★ 52 cited

Transforming Exploratory Creativity with DeLeNoX

Antonios Liapis, Hector P. Martinez, Julian Togelius +1

We introduce DeLeNoX (Deep Learning Novelty Explorer), a system that autonomously creates artifacts in constrained spaces according to its own evolving interestingness criterion. D…

cs.AI2021★ 25 cited

10 Years of the PCG workshop: Past and Future Trends

Antonios Liapis

As of 2020, the international workshop on Procedural Content Generation enters its second decade. The annual workshop, hosted by the international conference on the Foundations of…

cs.AI2021★ 12 cited

Collaborative Agent Gameplay in the Pandemic Board Game

Konstantinos Sfikas, Antonios Liapis

While artificial intelligence has been applied to control players' decisions in board games for over half a century, little attention is given to games with no player competition.…

cs.AI2020

Tabletop Roleplaying Games as Procedural Content Generators

Matthew Guzdial, Devi Acharya, Max Kreminski +4

Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design ca…

cs.AI2020

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

David Melhart, Georgios N. Yannakakis, Antonios Liapis

In this study into the player's emotional theory of mind of gameplaying agents, we investigate how an agent's behaviour and the player's own performance and emotions shape the reco…

cs.AI2019

Two-step Constructive Approaches for Dungeon Generation

Michael Cerny Green, Ahmed Khalifa, Athoug Alsoughayer +3

This paper presents a two-step generative approach for creating dungeons in the rogue-like puzzle game MiniDungeons 2. Generation is split into two steps, initially producing the a…

cs.AI2018★ 8 cited

DATA Agent

Michael Cerny Green, Gabriella A. B. Barros, Antonios Liapis +1

This paper introduces DATA Agent, a system which creates murder mystery adventures from open data. In the game, the player takes on the role of a detective tasked with finding the…

cs.AI2018

Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristics

Christoffer Holmgård, Michael Cerny Green, Antonios Liapis +1

This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas.…

cs.AI2018

Who Killed Albert Einstein? From Open Data to Murder Mystery Games

Gabriella A. B. Barros, Michael Cerny Green, Antonios Liapis +1

This paper presents a framework for generating adventure games from open data. Focusing on the murder mystery type of adventure games, the generator is able to transform open data…