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Andrew Nealen
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2020 – today
- 2023
- [j12]Rodrigo Canaan, Xianbo Gao, Julian Togelius, Andy Nealen, Stefan Menzel:
Generating and Adapting to Diverse Ad Hoc Partners in Hanabi. IEEE Trans. Games 15(2): 228-241 (2023) - 2020
- [c44]Rodrigo Canaan, Xianbo Gao, Youjin Chung, Julian Togelius, Andy Nealen, Stefan Menzel:
Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents. AIIDE 2020: 31-37 - [c43]Hirotaka Suetake, Tsukasa Fukusato, Christian Arzate Cruz, Andy Nealen, Takeo Igarashi:
Interactive Design Exploration of Game StagesUsing Adjustable Synthetic Testers. FDG 2020: 25:1-25:4 - [i13]Rodrigo Canaan, Xianbo Gao, Youjin Chung, Julian Togelius, Andy Nealen, Stefan Menzel:
Evaluating the Rainbow DQN Agent in Hanabi with Unseen Partners. CoRR abs/2004.13291 (2020) - [i12]Rodrigo Canaan, Xianbo Gao, Julian Togelius, Andy Nealen, Stefan Menzel:
Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in Hanabi. CoRR abs/2004.13710 (2020)
2010 – 2019
- 2019
- [c42]Tiago Machado, Daniel Gopstein, Andy Nealen, Julian Togelius:
Kwiri - What, When, Where and Who: Everything You Ever Wanted to Know About Your Game But Didn't Know How to Ask. KEG@AAAI 2019: 43-50 - [c41]Tiago Machado, Daniel Gopstein, Angela Wang, Oded Nov, Andrew Nealen, Julian Togelius:
Evaluation of a Recommender System for Assisting Novice Game Designers. AIIDE 2019: 167-173 - [c40]Rodrigo Canaan, Julian Togelius, Andy Nealen, Stefan Menzel:
Diverse Agents for Ad-Hoc Cooperation in Hanabi. CoG 2019: 1-8 - [c39]Tiago Machado, Daniel Gopstein, Andy Nealen, Julian Togelius:
Pitako - Recommending Game Design Elements in Cicero. CoG 2019: 1-8 - [c38]Rodrigo Canaan, Christoph Salge, Julian Togelius, Andy Nealen:
Leveling the playing field: fairness in AI versus human game benchmarks. FDG 2019: 37:1-37:8 - [i11]Rodrigo Canaan, Christoph Salge, Julian Togelius, Andy Nealen:
Leveling the Playing Field - Fairness in AI Versus Human Game Benchmarks. CoRR abs/1903.07008 (2019) - [i10]Rodrigo Canaan, Julian Togelius, Andy Nealen, Stefan Menzel:
Diverse Agents for Ad-Hoc Cooperation in Hanabi. CoRR abs/1907.03840 (2019) - [i9]Tiago Machado, Daniel Gopstein, Andy Nealen, Julian Togelius:
Pitako - Recommending Game Design Elements in Cicero. CoRR abs/1907.03877 (2019) - [i8]Tiago Machado, Daniel Gopstein, Oded Nov, Angela Wang, Andy Nealen, Julian Togelius:
Evaluation of a Recommender System for Assisting Novice Game Designers. CoRR abs/1908.04629 (2019) - 2018
- [j11]Aaron Isaksen, Daniel Gopstein, Julian Togelius, Andy Nealen:
Exploring Game Space of Minimal Action Games via Parameter Tuning and Survival Analysis. IEEE Trans. Games 10(2): 182-194 (2018) - [j10]Adam Summerville, Sam Snodgrass, Matthew Guzdial, Christoffer Holmgård, Amy K. Hoover, Aaron Isaksen, Andy Nealen, Julian Togelius:
Procedural Content Generation via Machine Learning (PCGML). IEEE Trans. Games 10(3): 257-270 (2018) - [c37]Tiago Machado, Daniel Gopstein, Andy Nealen, Oded Nov, Julian Togelius:
AI-Assisted Game Debugging with Cicero. CEC 2018: 1-8 - [c36]Rodrigo Canaan, Stefan Menzel, Julian Togelius, Andy Nealen:
Towards Game-based Metrics for Computational Co-Creativity. CIG 2018: 1-8 - [c35]Rodrigo Canaan, Haotian Shen, Ruben Rodriguez Torrado, Julian Togelius, Andy Nealen, Stefan Menzel:
Evolving Agents for the Hanabi 2018 CIG Competition. CIG 2018: 1-8 - [c34]Fernando de Mesentier Silva, Julian Togelius, Frank Lantz, Andy Nealen:
Generating Novice Heuristics for Post-Flop Poker. CIG 2018: 1-8 - [c33]Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Tiago Machado, Andy Nealen, Julian Togelius:
AtDELFI: automatically designing legible, full instructions for games. FDG 2018: 17:1-17:10 - [c32]Hongwei Henry Zhou, Yichen Gong, Luvneesh Mugrai, Ahmed Khalifa, Andy Nealen, Julian Togelius:
A hybrid search agent in pommerman. FDG 2018: 46:1-46:4 - [c31]Fernando de Mesentier Silva, Scott Lee, Julian Togelius, Andy Nealen:
Evolving maps and decks for ticket to ride. FDG 2018: 48:1-48:7 - [c30]Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Andy Nealen, Julian Togelius:
Generating levels that teach mechanics. FDG 2018: 55:1-55:8 - [c29]Fernando de Mesentier Silva, Christoph Salge, Aaron Isaksen, Julian Togelius, Andy Nealen:
Drawing without replacement as a game mechanic. FDG 2018: 57:1-57:6 - [c28]Fernando de Mesentier Silva, Julian Togelius, Frank Lantz, Andy Nealen:
Generating beginner heuristics for simple texas hold'em. GECCO 2018: 181-188 - [c27]Ahmed Khalifa, Scott Lee, Andy Nealen, Julian Togelius:
Talakat: bullet hell generation through constrained map-elites. GECCO 2018: 1047-1054 - [i7]Ahmed Khalifa, Scott Lee, Andy Nealen, Julian Togelius:
Talakat: Bullet Hell Generation through Constrained Map-Elites. CoRR abs/1806.04718 (2018) - [i6]Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Tiago Machado, Andy Nealen, Julian Togelius:
AtDelfi: Automatically Designing Legible, Full Instructions For Games. CoRR abs/1807.04375 (2018) - [i5]Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Andy Nealen, Julian Togelius:
Generating Levels That Teach Mechanics. CoRR abs/1807.06734 (2018) - [i4]Rodrigo Canaan, Stefan Menzel, Julian Togelius, Andy Nealen:
Towards Game-based Metrics for Computational Co-creativity. CoRR abs/1809.09762 (2018) - [i3]Rodrigo Canaan, Haotian Shen, Ruben Rodriguez Torrado, Julian Togelius, Andy Nealen, Stefan Menzel:
Evolving Agents for the Hanabi 2018 CIG Competition. CoRR abs/1809.09764 (2018) - 2017
- [c26]Frank Lantz, Aaron Isaksen, Alexander Jaffe, Andy Nealen, Julian Togelius:
Depth in Strategic Games. AAAI Workshops 2017 - [c25]Fernando de Mesentier Silva, Scott Lee, Julian Togelius, Andy Nealen:
AI as Evaluator: Search Driven Playtesting of Modern Board Games. AAAI Workshops 2017 - [c24]Aaron Isaksen, Drew Wallace, Adam Finkelstein, Andy Nealen:
Simulating strategy and dexterity for puzzle games. CIG 2017: 142-149 - [c23]Tiago Machado, Andy Nealen, Julian Togelius:
SeekWhence a retrospective analysis tool for general game design. FDG 2017: 4:1-4:6 - [c22]Fernando de Mesentier Silva, Scott Lee, Julian Togelius, Andy Nealen:
AI-based playtesting of contemporary board games. FDG 2017: 13:1-13:10 - [i2]Adam Summerville, Sam Snodgrass, Matthew Guzdial, Christoffer Holmgård, Amy K. Hoover, Aaron Isaksen, Andy Nealen, Julian Togelius:
Procedural Content Generation via Machine Learning (PCGML). CoRR abs/1702.00539 (2017) - 2016
- [c21]Aaron Isaksen, Julian Togelius, Frank Lantz, Andy Nealen:
Playing Games Across the Superintelligence Divide. AAAI Workshop: AI, Ethics, and Society 2016 - [c20]Andre Mendes, Julian Togelius, Andy Nealen:
Hyper-heuristic general video game playing. CIG 2016: 1-8 - [c19]Fernando de Mesentier Silva, Aaron Isaksen, Julian Togelius, Andy Nealen:
Generating heuristics for novice players. CIG 2016: 1-8 - [c18]Aaron Isaksen, Andy Nealen:
A Statistical Analysis of Player Improvement and Single-Player High Scores. DiGRA/FDG 2016 - [c17]Ahmed Khalifa, Aaron Isaksen, Julian Togelius, Andy Nealen:
Modifying MCTS for Human-Like General Video Game Playing. IJCAI 2016: 2514-2520 - [c16]Matt Stanton, Sascha Geddert, Adrian Blumer, Paul Hormis, Andy Nealen, Seth Cooper, Adrien Treuille:
Large-scale finite state game engines. Symposium on Computer Animation 2016: 221-229 - [i1]Michael Cook, Mirjam Eladhari, Andy Nealen, Mike Treanor, Eddy Boxerman, Alex Jaffe, Paul Sottosanti, Steve Swink:
PCG-Based Game Design Patterns. CoRR abs/1610.03138 (2016) - 2015
- [j9]Ming Jin, Daniel Gopstein, Yotam I. Gingold, Andrew Nealen:
AniMesh: interleaved animation, modeling, and editing. ACM Trans. Graph. 34(6): 207:1-207:8 (2015) - [c15]Aaron Isaksen, Daniel Gopstein, Andrew Nealen:
Exploring Game Space Using Survival Analysis. FDG 2015 - 2013
- [j8]Timothy Gerstner, Doug DeCarlo, Marc Alexa, Adam Finkelstein, Yotam I. Gingold, Andrew Nealen:
Pixelated image abstraction with integrated user constraints. Comput. Graph. 37(5): 333-347 (2013) - 2012
- [j7]Péter Borosán, Ming Jin, Doug DeCarlo, Yotam I. Gingold, Andrew Nealen:
RigMesh: automatic rigging for part-based shape modeling and deformation. ACM Trans. Graph. 31(6): 198:1-198:9 (2012) - [c14]Timothy Gerstner, Doug DeCarlo, Marc Alexa, Adam Finkelstein, Yotam I. Gingold, Andrew Nealen:
Pixelated image abstraction. NPAR@Expressive 2012: 29-36 - 2011
- [j6]Adrian Secord, Jingwan Lu, Adam Finkelstein, Manish Singh, Andrew Nealen:
Perceptual models of viewpoint preference. ACM Trans. Graph. 30(5): 109:1-109:12 (2011) - [c13]Andrew Nealen, Adam Saltsman, Eddy Boxerman:
Towards minimalist game design. FDG 2011: 38-45 - [p1]Andrew Nealen, Marc Alexa:
The Creation and Modification of 3D Models Using Sketches and Curves. Sketch-based Interfaces and Modeling 2011: 225-253 - [e1]Tracy Hammond, Andrew Nealen:
8th ACM SIGGRAPH / Eurographics Symposium on Sketch-Based Interfaces and Modeling, SBIM 2011, Vancouver, BC, Canada, August 5-7, 2011, Proceedings. Eurographics Association 2011, ISBN 978-1-4503-0906-6 [contents] - 2010
- [j5]Kenshi Takayama, Olga Sorkine, Andrew Nealen, Takeo Igarashi:
Volumetric modeling with diffusion surfaces. ACM Trans. Graph. 29(6): 180 (2010) - [c12]Shaoting Zhang, Andrew Nealen, Dimitris N. Metaxas:
Skeleton Based As-Rigid-As-Possible Volume Modeling. Eurographics (Short Papers) 2010: 21-24 - [c11]Péter Borosán, Reid Howard, Shaoting Zhang, Andrew Nealen:
Hybrid Mesh Editing. Eurographics (Short Papers) 2010: 41-44
2000 – 2009
- 2009
- [c10]Andrew Nealen, Justus Pett, Marc Alexa, Takeo Igarashi:
GridMesh: Fast and high quality 2D Mesh generation for interactive 3D shape modeling. Shape Modeling International 2009: 155-162 - 2008
- [j4]Johannes Zimmermann, Andrew Nealen, Marc Alexa:
Sketching contours. Comput. Graph. 32(5): 486-499 (2008) - 2007
- [j3]Andrew Nealen, Takeo Igarashi, Olga Sorkine, Marc Alexa:
FiberMesh: designing freeform surfaces with 3D curves. ACM Trans. Graph. 26(3): 41 (2007) - [c9]Johannes Zimmermann, Andrew Nealen, Marc Alexa:
SilSketch: Automated Sketch-Based Editing of Surface Meshes. SBIM 2007: 23-30 - [c8]Andrew Nealen, Olga Sorkine, Marc Alexa, Daniel Cohen-Or:
A sketch-based interface for detail-preserving mesh editing. SIGGRAPH Courses 2007: 42 - 2006
- [j2]Andrew Nealen, Matthias Müller, Richard Keiser, Eddy Boxerman, Mark Carlson:
Physically Based Deformable Models in Computer Graphics. Comput. Graph. Forum 25(4): 809-836 (2006) - [c7]Andrew Nealen, Takeo Igarashi, Olga Sorkine, Marc Alexa:
Laplacian mesh optimization. GRAPHITE 2006: 381-389 - [c6]Marc Alexa, Andrew Nealen:
Mesh Editing Based on Discrete Laplace and Poisson Models. VISIGRAPP (Selected Papers) 2006: 3-28 - 2005
- [j1]Andrew Nealen, Olga Sorkine, Marc Alexa, Daniel Cohen-Or:
A sketch-based interface for detail-preserving mesh editing. ACM Trans. Graph. 24(3): 1142-1147 (2005) - [c5]Andrew Nealen, Matthias Müller, Richard Keiser, Eddy Boxerman, Mark Carlson:
Physically Based Deformable Models in Computer Graphics. Eurographics (State of the Art Reports) 2005: 71-94 - [c4]Anders Adamson, Marc Alexa, Andrew Nealen:
Adaptive sampling of intersectable models exploiting image and object-space coherence. SI3D 2005: 171-178 - 2004
- [c3]Andrew Nealen, Marc Alexa:
Fast and High Quality Overlap Repair for Patch-Based Texture Synthesis. Computer Graphics International 2004: 582-585 - [c2]Matthias Müller, Richard Keiser, Andrew Nealen, Mark Pauly, Markus H. Gross, Marc Alexa:
Point based animation of elastic, plastic and melting objects. Symposium on Computer Animation 2004: 141-151 - 2003
- [c1]Andrew Nealen, Marc Alexa:
Hybrid Texture Synthesis. Rendering Techniques 2003: 97-105
Coauthor Index
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