Andrew Nealen

According to our database1, Andrew Nealen authored at least 58 papers between 2003 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2023
Generating and Adapting to Diverse Ad Hoc Partners in Hanabi.
IEEE Trans. Games, June, 2023

2020
Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in Hanabi.
CoRR, 2020

Evaluating the Rainbow DQN Agent in Hanabi with Unseen Partners.
CoRR, 2020

Interactive Design Exploration of Game StagesUsing Adjustable Synthetic Testers.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents.
Proceedings of the Sixteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020

2019
Leveling the playing field: fairness in AI versus human game benchmarks.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Pitako - Recommending Game Design Elements in Cicero.
Proceedings of the IEEE Conference on Games, 2019

Diverse Agents for Ad-Hoc Cooperation in Hanabi.
Proceedings of the IEEE Conference on Games, 2019

Evaluation of a Recommender System for Assisting Novice Game Designers.
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019

Kwiri - What, When, Where and Who: Everything You Ever Wanted to Know About Your Game But Didn't Know How to Ask.
Proceedings of the 2nd Workshop on Knowledge Extraction from Games co-located with 33rd AAAI Conference on Artificial Intelligence, 2019

2018
Procedural Content Generation via Machine Learning (PCGML).
IEEE Trans. Games, 2018

Exploring Game Space of Minimal Action Games via Parameter Tuning and Survival Analysis.
IEEE Trans. Games, 2018

Generating beginner heuristics for simple texas hold'em.
Proceedings of the Genetic and Evolutionary Computation Conference, 2018

Talakat: bullet hell generation through constrained map-elites.
Proceedings of the Genetic and Evolutionary Computation Conference, 2018

A hybrid search agent in pommerman.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Drawing without replacement as a game mechanic.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Evolving maps and decks for ticket to ride.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Generating levels that teach mechanics.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

AtDELFI: automatically designing legible, full instructions for games.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

Generating Novice Heuristics for Post-Flop Poker.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Evolving Agents for the Hanabi 2018 CIG Competition.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

Towards Game-based Metrics for Computational Co-Creativity.
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018

AI-Assisted Game Debugging with Cicero.
Proceedings of the 2018 IEEE Congress on Evolutionary Computation, 2018

2017
AI-based playtesting of contemporary board games.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

SeekWhence a retrospective analysis tool for general game design.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Simulating strategy and dexterity for puzzle games.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

AI as Evaluator: Search Driven Playtesting of Modern Board Games.
Proceedings of the Workshops of the The Thirty-First AAAI Conference on Artificial Intelligence, 2017

Depth in Strategic Games.
Proceedings of the Workshops of the The Thirty-First AAAI Conference on Artificial Intelligence, 2017

2016
PCG-Based Game Design Patterns.
CoRR, 2016

Large-scale finite state game engines.
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, Zurich, 2016

Modifying MCTS for Human-Like General Video Game Playing.
Proceedings of the Twenty-Fifth International Joint Conference on Artificial Intelligence, 2016

A Statistical Analysis of Player Improvement and Single-Player High Scores.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

Generating heuristics for novice players.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Hyper-heuristic general video game playing.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Playing Games Across the Superintelligence Divide.
Proceedings of the AI, 2016

2015
AniMesh: interleaved animation, modeling, and editing.
ACM Trans. Graph., 2015

Exploring Game Space Using Survival Analysis.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

2013
Pixelated image abstraction with integrated user constraints.
Comput. Graph., 2013

2012
RigMesh: automatic rigging for part-based shape modeling and deformation.
ACM Trans. Graph., 2012

Pixelated image abstraction.
Proceedings of the 10th International Symposium on Non-Photorealistic Animation and Rendering, 2012

2011
Perceptual models of viewpoint preference.
ACM Trans. Graph., 2011

Towards minimalist game design.
Proceedings of the Foundations of Digital Games, 2011

The Creation and Modification of 3D Models Using Sketches and Curves.
Proceedings of the Sketch-based Interfaces and Modeling, 2011

2010
Volumetric modeling with diffusion surfaces.
ACM Trans. Graph., 2010

Skeleton Based As-Rigid-As-Possible Volume Modeling.
Proceedings of the 31st Annual Conference of the European Association for Computer Graphics, 2010

Hybrid Mesh Editing.
Proceedings of the 31st Annual Conference of the European Association for Computer Graphics, 2010

2009
GridMesh: Fast and high quality 2D Mesh generation for interactive 3D shape modeling.
Proceedings of the IEEE International Conference on Shape Modeling and Applications, 2009

2008
Sketching contours.
Comput. Graph., 2008

2007
FiberMesh: designing freeform surfaces with 3D curves.
ACM Trans. Graph., 2007

SilSketch: Automated Sketch-Based Editing of Surface Meshes.
Proceedings of the 4th Eurographics Workshop on Sketch-Based Interfaces and Modeling, 2007

2006
Physically Based Deformable Models in Computer Graphics.
Comput. Graph. Forum, 2006

Mesh Editing Based on Discrete Laplace and Poisson Models.
Proceedings of the Advances in Computer Graphics and Computer Vision, 2006

Laplacian mesh optimization.
Proceedings of the 4th International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia 2006, Kuala Lumpur, Malaysia, November 29, 2006

2005
A sketch-based interface for detail-preserving mesh editing.
ACM Trans. Graph., 2005

Adaptive sampling of intersectable models exploiting image and object-space coherence.
Proceedings of the 2005 Symposium on Interactive 3D Graphics, 2005

2004
Point based animation of elastic, plastic and melting objects.
Proceedings of the 2004 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2004

Fast and High Quality Overlap Repair for Patch-Based Texture Synthesis.
Proceedings of the 2004 Computer Graphics International (CGI 2004), 16-19 June 2004, 2004

2003
Hybrid Texture Synthesis.
Proceedings of the 14th Eurographics Workshop on Rendering Techniques, 2003


  Loading...