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Mixed-Initiative Approaches to On-Device Mobile Game Design.

, , , , , , , and . MICI@CHI, volume 1907 of CEUR Workshop Proceedings, CEUR-WS.org, (2017)

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Semi-automated level design via auto-playtesting for handheld casual game creation., , , , and . CIG, page 1-8. IEEE, (2016)Automatic Generation of Implied Constraints., , and . ECAI, volume 141 of Frontiers in Artificial Intelligence and Applications, page 73-77. IOS Press, (2006)Computational Creativity: The Final Frontier?, and . ECAI, volume 242 of Frontiers in Artificial Intelligence and Applications, page 21-26. IOS Press, (2012)Combining AI Methods for Learning Bots in a Real-Time Strategy Game., , and . Int. J. Comput. Games Technol., (2009)Emotionally aware automated portrait painting., , and . DIMEA, volume 349 of ACM International Conference Proceeding Series, page 304-311. ACM, (2008)Unsupervised Modeling of Player Style With LDA., , , , and . IEEE Trans. Comput. Intellig. and AI in Games, 4 (3): 152-166 (2012)ILP for Mathematical Discovery., and . ILP, volume 2835 of Lecture Notes in Computer Science, page 93-111. Springer, (2003)Automatic Invention of Fitness Functions with Application to Scene Generation.. EvoWorkshops, volume 4974 of Lecture Notes in Computer Science, page 381-391. Springer, (2008)Making Conjectures about Maple Functions.. AISC, volume 2385 of Lecture Notes in Computer Science, page 259-274. Springer, (2002)Evolving Behaviour Trees for the Commercial Game DEFCON., , and . EvoApplications (1), volume 6024 of Lecture Notes in Computer Science, page 100-110. Springer, (2010)