Noor Shaker

According to our database1, Noor Shaker authored at least 40 papers between 2008 and 2019.

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

Timeline

Legend:

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In proceedings 
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PhD thesis 
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Links

On csauthors.net:

Bibliography

2019
Sparse hierarchical representation learning on molecular graphs.
CoRR, 2019

2016
Transfer learning for cross-game prediction of player experience.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Intrinsically motivated reinforcement learning: A promising framework for procedural content generation.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

Procedural Content Generation in Games.
Computational Synthesis and Creative Systems, Springer, ISBN: 978-3-319-42714-0, 2016

2015
SMUG: Scientific Music Generator.
Proceedings of the Sixth International Conference on Computational Creativity, 2015

Active Learning for Player Modeling.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

A Progressive Approach to Content Generation.
Proceedings of the Applications of Evolutionary Computation - 18th European Conference, 2015

A Projection-Based Approach for Real-Time Assessment and Playability Check for Physics-Based Games.
Proceedings of the Applications of Evolutionary Computation - 18th European Conference, 2015

A Procedural Method for Automatic Generation of Spelunky Levels.
Proceedings of the Applications of Evolutionary Computation - 18th European Conference, 2015

Evolving Random Forest for Preference Learning.
Proceedings of the Applications of Evolutionary Computation - 18th European Conference, 2015

Preference learning with evolutionary Multivariate Adaptive Regression Spline model.
Proceedings of the IEEE Congress on Evolutionary Computation, 2015

Towards Generic Models of Player Experience.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

The platformer experience dataset.
Proceedings of the 2015 International Conference on Affective Computing and Intelligent Interaction, 2015

2014
Towards Understanding the Nonverbal Signatures of Engagement in Super Mario Bros.
Proceedings of the User Modeling, Adaptation, and Personalization, 2014

Active player modelling.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

A comparative evaluation of procedural level generators in the Mario AI framework.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Alone We Can Do So Little, Together We Can Do So Much: A Combinatorial Approach for Generating Game Content.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

PaTux: An Authoring Tool for Level Design through Pattern Customisation Using Non-Negative Matrix Factorization.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

2013
Fusing Visual and Behavioral Cues for Modeling User Experience in Games.
IEEE Trans. Cybern., 2013

Crowdsourcing the Aesthetics of Platform Games.
IEEE Trans. Comput. Intell. AI Games, 2013

Imitating human playing styles in Super Mario Bros.
Entertain. Comput., 2013

The Mario AI Championship 2009-2012.
AI Mag., 2013

A Quantitative Approach for Modelling and Personalizing Player Experience in First-Person Shooter Games.
Proceedings of the Late-Breaking Results, 2013

The turing test track of the 2012 Mario AI Championship: Entries and evaluation.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Automatic generation and analysis of physics-based puzzle games.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Ropossum: An Authoring Tool for Designing, Optimizing and Solving Cut the Rope Levels.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

Evolving Playable Content for Cut the Rope through a Simulation-Based Approach.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

2012
Towards Detecting Clusters of Players using Visual and Gameplay Behavioral Cues.
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012

Does your profile say it all? Using demographics to predict expressive head movement during gameplay.
Proceedings of the Workshop and Poster Proceedings of the 20th Conference on User Modeling, 2012

Digging Deeper into Platform Game Level Design: Session Size and Sequential Features.
Proceedings of the Applications of Evolutionary Computation, 2012

Evolving levels for Super Mario Bros using grammatical evolution.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

Towards player-driven procedural content generation.
Proceedings of the Computing Frontiers Conference, CF'12, 2012

Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution.
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012

Assessing Believability.
Proceedings of the Believable Bots, 2012

2011
The 2010 Mario AI Championship: Level Generation Track.
IEEE Trans. Comput. Intell. AI Games, 2011

Feature analysis for modeling game content quality.
Proceedings of the 2011 IEEE Conference on Computational Intelligence and Games, 2011

A Game-Based Corpus for Analysing the Interplay between Game Context and Player Experience.
Proceedings of the Affective Computing and Intelligent Interaction, 2011

2010
The Mario AI Championship.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

Towards Automatic Personalized Content Generation for Platform Games.
Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2010

2008
SSML for Arabic Language.
Proceedings of the Text, Speech and Dialogue, 11th International Conference, 2008


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