Georgios N. Yannakakis
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Georgios N. Yannakakis's Degrees
- Bachelors Computer Science University of Crete
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Why Is Georgios N. Yannakakis Influential?
(Suggest an Edit or Addition)According to Wikipedia, Georgios N. Yannakakis is Director and Professor at the Institute of Digital Games, University of Malta and Editor-in-Chief of IEEE Transactions on Games. He is one of the leading researchers within player affective modelling and adaptive content generation for games. He is considered one of the most accomplished experts at the intersection of games and AI.
Georgios N. Yannakakis's Published Works
Published Works
- Search-Based Procedural Content Generation: A Taxonomy and Survey (2011) (644)
- Experience-Driven Procedural Content Generation (2011) (447)
- Correlation between heart rate, electrodermal activity and player experience in first-person shooter games (2010) (292)
- Player modeling using self-organization in Tomb Raider: Underworld (2009) (288)
- Towards Automatic Personalized Content Generation for Platform Games (2010) (241)
- Artificial Intelligence and Games (2018) (235)
- Modeling Player Experience for Content Creation (2010) (234)
- Learning deep physiological models of affect (2013) (233)
- Sentient Sketchbook: Computer-aided game level authoring (2013) (215)
- Real-Time Game Adaptation for Optimizing Player Satisfaction (2009) (199)
- Game AI revisited (2012) (186)
- Modeling player experience in Super Mario Bros (2009) (184)
- A Panorama of Artificial and Computational Intelligence in Games (2015) (169)
- Search-Based Procedural Content Generation (2010) (163)
- Mixed-initiative co-creativity (2014) (163)
- Player Modeling (2013) (157)
- What is procedural content generation?: Mario on the borderline (2011) (143)
- The 2010 Mario AI Championship: Level Generation Track (2011) (142)
- Cellular automata for real-time generation of infinite cave levels (2010) (141)
- TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES (2007) (134)
- Entertainment modeling through physiology in physical play (2008) (130)
- Multiobjective exploration of the StarCraft map space (2010) (127)
- Predicting player behavior in Tomb Raider: Underworld (2010) (123)
- Evolving opponents for interesting interactive computer games (2004) (122)
- Towards affective camera control in games (2010) (120)
- Entertainment capture through heart rate activity in physical interactive playgrounds (2008) (118)
- Evolving levels for Super Mario Bros using grammatical evolution (2012) (115)
- Don’t Classify Ratings of Affect; Rank Them! (2014) (113)
- Towards multiobjective procedural map generation (2010) (110)
- Computational Game Creativity (2014) (108)
- Ranking vs. Preference: A Comparative Study of Self-reporting (2011) (102)
- Imitating human playing styles in Super Mario Bros (2013) (98)
- Procedural Content Generation through Quality Diversity (2019) (97)
- Emotion in Games (2011) (93)
- Real-time challenge balance in an RTS game using rtNEAT (2008) (88)
- The ordinal nature of emotions (2017) (85)
- Towards a Generic Method of Evaluating Game Levels (2013) (83)
- Evolving personas for player decision modeling (2014) (78)
- Fusing Visual and Behavioral Cues for Modeling User Experience in Games (2013) (78)
- Adapting Models of Visual Aesthetics for Personalized Content Creation (2012) (76)
- Preference Learning for Cognitive Modeling: A Case Study on Entertainment Preferences (2009) (74)
- Game Data Mining (2013) (74)
- Player Modeling Impact on Player's Entertainment in Computer Games (2005) (73)
- Evolving Interesting Maps for a First Person Shooter (2011) (70)
- Crowdsourcing the Aesthetics of Platform Games (2013) (69)
- Towards Capturing and Enhancing Entertainment in Computer Games (2006) (69)
- The Mario AI Championship 2009-2012 (2013) (69)
- Constrained Novelty Search: A Study on Game Content Generation (2015) (67)
- Transforming Exploratory Creativity with DeLeNoX, (2021) (65)
- Ratings are Overrated! (2015) (63)
- The Ordinal Nature of Emotions: An Emerging Approach (2018) (60)
- Can Computers Foster Human Users’ Creativity? Theory and Praxis of Mixed-Initiative Co-Creativity (2016) (59)
- Deep learning for procedural content generation (2020) (59)
- Mining multimodal sequential patterns: a case study on affect detection (2011) (56)
- Evolving card sets towards balancing dominion (2012) (54)
- AI in computer games : generating interesting interactive opponents by the use of evolutionary computation (2005) (53)
- How to model and augment player satisfaction: a review (2008) (53)
- Preference learning for affective modeling (2009) (53)
- Grounding truth via ordinal annotation (2015) (53)
- Deep Multimodal Fusion: Combining Discrete Events and Continuous Signals (2014) (52)
- Enhancements to constrained novelty search: two-population novelty search for generating game content (2013) (52)
- Procedural Personas as Critics for Dungeon Generation (2015) (51)
- Generic Physiological Features as Predictors of Player Experience (2011) (50)
- Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution (2012) (50)
- A Game-Based Corpus for Analysing the Interplay between Game Context and Player Experience (2011) (50)
- Controllable procedural map generation via multiobjective evolution (2013) (48)
- A procedural procedural level generator generator (2012) (46)
- Surprise Search: Beyond Objectives and Novelty (2016) (44)
- RankTrace: Relative and unbounded affect annotation (2017) (43)
- Modeling Children's Entertainment in the Playware Playground (2006) (42)
- Generative agents for player decision modeling in games (2014) (42)
- Orchestrating Game Generation (2019) (41)
- A Generic Approach for Generating Interesting Interactive Pac-Man Opponents (2005) (41)
- Assessing Believability (2012) (41)
- Siren: Towards adaptive serious games for teaching conflict resolution (2010) (39)
- An evolutionary approach for interactive computer games (2004) (38)
- The turing test track of the 2012 Mario AI Championship: Entries and evaluation (2013) (37)
- Towards Player Adaptivity in a Serious Game for Conflict Resolution (2011) (36)
- Real-time adaptation of augmented-reality games for optimizing player satisfaction (2008) (36)
- A computational approach towards conflict resolution for serious games (2011) (35)
- Towards Procedural Strategy Game Generation: Evolving Complementary Unit Types (2011) (34)
- Stress Detection for PTSD via the StartleMart Game (2013) (34)
- Towards general models of player affect (2017) (33)
- Designer modeling for Sentient Sketchbook (2014) (33)
- Feature analysis for modeling game content quality (2011) (33)
- The platformer experience dataset (2015) (32)
- Modeling and Augmenting Game Entertainment through Challenge and Curiosity (2007) (30)
- Designer Modeling for Personalized Game Content Creation Tools (2021) (30)
- A Generic Approach for Obtaining Higher Entertainment in Predator/Prey Computer Games (2005) (30)
- Analyzing the impact of camera viewpoint on player psychophysiology (2009) (30)
- Adaptive game level creation through rank-based interactive evolution (2013) (29)
- Neuroevolutionary constrained optimization for content creation (2011) (29)
- Towards gaze-controlled platform games (2011) (29)
- Guest Editorial: Emotion in Games (2014) (28)
- PAGAN: Video Affect Annotation Made Easy (2019) (27)
- Sonancia : sonification of procedurally generated game levels (2015) (27)
- Game and Player Feature Selection for Entertainment Capture (2007) (27)
- The Mario AI Championship (2010) (27)
- The Preference Learning Toolbox (2015) (26)
- Personas versus Clones for Player Decision Modeling (2014) (26)
- AudioInSpace: Exploring the Creative Fusion of Generative Audio, Visuals and Gameplay (2015) (26)
- Extending neuro-evolutionary preference learning through player modeling (2010) (26)
- Spicing Up Map Generation (2012) (26)
- Optimization of Platform Game Levels for Player Experience (2009) (26)
- Digging Deeper into Platform Game Level Design: Session Size and Sequential Features (2012) (26)
- Psychophysiology in Games (2016) (25)
- Towards procedural level generation for rehabilitation (2010) (25)
- Modelling and evaluation of complex scenarios with the Strategy Game Description Language (2011) (25)
- Comparative fun analysis in the innovative playware game platform (2006) (24)
- Genetic search feature selection for affective modeling: a case study on reported preferences (2010) (23)
- Your Gameplay Says It All: Modelling Motivation in Tom Clancy’s The Division (2019) (23)
- Generating Map Sketches for Strategy Games (2013) (23)
- Performance, robustness and effort cost comparison of machine learning mechanisms in FlatLand (2003) (22)
- Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study (2021) (22)
- Towards player’s affective and behavioral visual cues as drives to game adaptation (2012) (22)
- Suggesting New Plot Elements for an Interactive Story (2011) (22)
- A scheme for creating digital entertainment with substance (2005) (21)
- Evaluating content generators (2016) (21)
- To rank or to classify? Annotating stress for reliable PTSD profiling (2015) (21)
- Capturing Player Enjoyment in Computer Games (2007) (20)
- Targeting Horror via Level and Soundscape Generation (2015) (20)
- The iLearnRW Game: Support for Students with Dyslexia in Class and at Home (2014) (20)
- Global search for occlusion minimisation in virtual camera control (2010) (20)
- Capturing Entertainment Through Heart Rate Dynamics in the Playware Playground (2006) (20)
- Multimodal PTSD characterization via the StartleMart game (2015) (20)
- Optimizing Visual Properties of Game Content Through Neuroevolution (2011) (19)
- From Pixels to Affect: A Study on Games and Player Experience (2019) (19)
- Searching for Surprise (2016) (19)
- Modelling Affect for Horror Soundscapes (2019) (19)
- Towards Adaptive Virtual Camera Control in Computer Games (2011) (19)
- Dungeons & Replicants: Automated Game Balancing via Deep Player Behavior Modeling (2020) (19)
- Combining local and global optimisation for virtual camera control (2010) (19)
- Towards player-driven procedural content generation (2012) (19)
- Using a Surrogate Model of Gameplay for Automated Level Design (2018) (18)
- Sentient World: Human-Based Procedural Cartography - An Experiment in Interactive Sketching and Iterative Refining (2013) (18)
- Constrained surprise search for content generation (2016) (18)
- Towards Detecting Clusters of Players using Visual and Gameplay Behavioral Cues (2012) (18)
- Diversified Virtual Camera Composition (2012) (17)
- General general game AI (2016) (17)
- Limitations of Choice-Based Interactive Evolution for Game Level Design (2012) (16)
- Interactive opponents generate interesting games (2004) (16)
- The Pixels and Sounds of Emotion: General-Purpose Representations of Arousal in Games (2021) (16)
- A Multifaceted Surrogate Model for Search-Based Procedural Content Generation (2019) (15)
- Multi-Level Evolution of Shooter Levels (2021) (15)
- Evolving models of player decision making: Personas versus clones (2016) (15)
- Quality Diversity Through Surprise (2018) (15)
- Games for Artificial Intelligence and Machine Learning Education: Review and Perspectives (2020) (15)
- Learning the patterns of balance in a multi-player shooter game (2017) (15)
- Modelling virtual camera behaviour through player gaze (2011) (14)
- Emerging Cooperation With Minimal Effort: Rewarding Over Mimicking (2007) (13)
- Psychophysiological Correlations with Gameplay Experience Dimensions (2010) (13)
- Entertainment Modeling in Physical Play Through Physiology Beyond Heart-Rate (2007) (13)
- Platformer level design for player believability (2016) (12)
- Decision Making Styles as Deviation from Rational Action: A Super Mario Case Study (2013) (12)
- Generating Narrative Action Schemas for Suspense (2012) (12)
- Framing Tension for Game Generation (2016) (12)
- Feature selection for capturing the experience of fun (2007) (12)
- Evolving missions to create game spaces (2016) (11)
- Interweaving Story Coherence and Player Creativity through Story-Making Games (2014) (11)
- Monte-Carlo Tree Search for Persona Based Player Modeling (2015) (11)
- A Study on Affect Model Validity: Nominal vs Ordinal Labels (2018) (10)
- Game adaptivity impact on affective physical interaction (2009) (10)
- Fantasy, curiosity and challenge as adaptation indicators in multimodal dialogue systems for preschoolers (2009) (9)
- The Affect Game AnnotatIoN (AGAIN) Dataset (2021) (9)
- Serious Games for Teaching Conflict Resolution: Modeling Conflict Dynamics (2015) (9)
- Moment-to-moment Engagement Prediction through the Eyes of the Observer: PUBG Streaming on Twitch (2020) (9)
- Boosting computational creativity with human interaction in mixed-initiative co-creation tasks (2016) (9)
- Enhancing health care via affective computing (2018) (9)
- Learn to Machine Learn: Designing a Game Based Approach for Teaching Machine Learning to Primary and Secondary Education Students (2021) (8)
- Active player modelling (2013) (8)
- Emotion-driven level generation (2016) (8)
- The experience-driven perspective (2016) (8)
- Pairing character classes in a deathmatch shooter game via a deep-learning surrogate model (2018) (8)
- Towards General Models of Player Experience: A Study Within Genres (2021) (8)
- Adapting virtual camera behaviour through player modelling (2015) (8)
- Emotion in Games: Theory and Praxis (2016) (8)
- Guest Editorial: Special Issue on Computational Aesthetics in Games (2012) (7)
- Fusing Level and Ruleset Features for Multimodal Learning of Gameplay Outcomes (2019) (7)
- Coupling novelty and surprise for evolutionary divergence (2017) (7)
- Fusing novelty and surprise for evolving robot morphologies (2018) (7)
- Play With One’s Feelings: A Study on Emotion Awareness for Player Experience (2020) (7)
- MiniDungeons 2: An Experimental Game for Capturing and Modeling Player Decisions (2015) (7)
- Artificial evolution for the detection of group identities in complex artificial societies (2013) (7)
- Monte Carlo elites: quality-diversity selection as a multi-armed bandit problem (2021) (7)
- ARCH-Elites: quality-diversity for urban design (2021) (6)
- A holistic approach for semantic-based game generation (2016) (6)
- I Feel I Feel You: A Theory of Mind Experiment in Games (2020) (6)
- Does your profile say it all? Using demographics to predict expressive head movement during gameplay (2012) (6)
- Space Maze: Experience-driven game camera control (2013) (6)
- Investigating the Interplay between Camera Viewpoints, Game Information, and Challenge (2009) (6)
- Artificial General Intelligence in Games: Where Play Meets Design and User Experience (NII Shonan Meeting 130) (2019) (6)
- The Arousal Video Game AnnotatIoN (AGAIN) Dataset (2021) (6)
- Blending notions of diversity for MAP-elites (2019) (6)
- An Authoring Tool for Educators to Make Virtual Labs (2018) (6)
- Go-Blend Behavior and Affect (2021) (5)
- Experience-driven procedural content generation (Extended abstract) (2015) (5)
- User Modelling and Adaptive, Natural Interaction for Conflict Resolution (2012) (5)
- AffectGAN: Affect-Based Generative Art Driven by Semantics (2021) (5)
- Village Voices: An adaptive game for conflict resolution (2013) (5)
- Procedural generation of music-guided weapons (2014) (5)
- Towards Detecting Group Identities in Complex Artificial Societies (2012) (5)
- Exploring divergence in soft robot evolution (2017) (5)
- Erratum: Ranking vs. Preference: A Comparative Study of Self-reporting (2011) (5)
- Open-Ended Evolution for Minecraft Building Generation (2022) (5)
- Dungeons & Replicants II: Automated Game Balancing Across Multiple Difficulty Dimensions via Deep Player Behavior Modeling (2022) (5)
- Contrastive Learning of Generalized Game Representations (2021) (4)
- AI for General Strategy Game Playing (2014) (4)
- Preliminary studies for capturing entertainment through physiology in physical play (2007) (4)
- Artificial Agents for the Strategy Game Description Language (2011) (4)
- Surprise Search for Evolutionary Divergence (2017) (4)
- Shifting niches for community structure detection (2013) (4)
- Investigating Collaborative Creativity via Machine-Mediated Game Blending (2014) (4)
- Multimodal Corpora : How should multimodal corpora deal with the situation ? (4)
- Prototyping an Adaptive Educational Game for Conflict Resolution (2012) (4)
- Privileged Information for Modeling Affect In The Wild (2021) (4)
- Interaction-based group identity detection via reinforcement learning and artificial evolution (2013) (4)
- Applications of Evolutionary Computation (2011) (4)
- PyPLT: Python Preference Learning Toolbox (2019) (4)
- Evolutionary computation variants for cooperative spatial coordination (2005) (3)
- Frontiers of Game AI Research (2018) (3)
- Game Character Ontology (GCO) A Vocabulary for Extracting and Describing Game Character Information from Web Content (2017) (3)
- Tutorials: Cultural Algorithms: Incorporating social intelligence into virtual worlds (2011) (3)
- Guest Editorial Special Issue on AI-Based and AI-Assisted Game Design (2019) (3)
- The 2010 IEEE Conference on Computational Intelligence and Games Report [Society Briefs] (2011) (3)
- Entertainment Modeling through Physiology (2008) (3)
- The AI4Media Project: Use of Next-Generation Artificial Intelligence Technologies for Media Sector Applications (2021) (3)
- Modelling the Quality of Visual Creations in Iconoscope (2019) (3)
- Towards Validating Game Scenarios for Teaching Conflict Resolution (2013) (3)
- Evolving missions for Dwarf quest dungeons (2016) (3)
- Modelling Global Pattern Formations for Collaborative Learning Environments (2012) (3)
- Refining the Paradigm of Sketching in AI-Based Level Design (2015) (3)
- Ethical Considerations in Designing Adaptive Persuasive Games (2012) (3)
- A Benchmark for Virtual Camera Control (2015) (3)
- Towards Data-Driven Drama Management: Issues in Data Collection and Annotation (2009) (3)
- Co-creating game content using an adaptive model of user taste (2012) (3)
- Learning from preferences and selected multimodal features of players (2009) (3)
- Interesting games through stage complexity and topology (2004) (2)
- Learning Task-Independent Game State Representations from Unlabeled Images (2022) (2)
- A General-Purpose Expressive Algorithm for Room-Based Environments (2022) (2)
- Game AI Panorama (2018) (2)
- Artificial neural networks as a tool for incorporating microbial stress adaptations in the quantification of microbial inactivation (2006) (2)
- An Experiment on Game Facet Combination\ (2019) (2)
- A constructive approach for the generation of underwater environments (2015) (2)
- Architectural Form and Affect: A Spatiotemporal Study of Arousal (2021) (2)
- The games for health prototype (2013) (2)
- Generative Personas That Behave and Experience Like Humans (2022) (2)
- Validating Generic Metrics of Fairness in Game-Based Resource Allocation Scenarios with Crowdsourced Annotations (2013) (2)
- Architext: Language-Driven Generative Architecture Design (2023) (2)
- 2011 IEEE Conference on Computational Intelligence and Games (2011) (2)
- Iconoscope: Designing a Game for Fostering Creativity (2015) (2)
- Proceedings of the SAB'06 Workshop on Adaptive Approaches for Optimizing Player Satisfaction in Computer and Physical Games (2006) (2)
- A Generic Approach For Obtaining Higher Entertainment In Predator/Prey Games (2005) (2)
- PAGAN: Platform for Audiovisual General-purpose ANnotation (2019) (1)
- Analysing the Relevance of Experience Partitions to the Prediction of Players' Self-reports of Affect (2011) (1)
- Optimizing Player Satisfaction (2007) (1)
- Trace It Like You Believe It: Time-Continuous Believability Prediction (2021) (1)
- The Ordinal Nature of Psychophysiology (2018) (1)
- Sonancia: A multi-faceted generator for horror (2016) (1)
- Djehuty: A Mixed-Initiative Handwriting Game for Preschoolers (2020) (1)
- The C2create authoring tool: Fostering creativity via game asset creation (2014) (1)
- The Road to AI Literacy Education: From Pedagogical Needs to Tangible Game Design (2021) (1)
- Digital Games in Non-formal and Informal Learning Practices for Science Learning: A Case Study (2019) (1)
- Seeding Diversity into AI Art (2022) (1)
- Using reinforcement learning and artificial evolution for the detection of group identities in complex adaptive artificial societies (2013) (1)
- AudioInSpace : A Proof-of-Concept Exploring the Creative Fusion of Generative Audio , Visuals and Gameplay (2015) (1)
- Keiki: Towards Realistic Danmaku Generation via Sequential GANs (2021) (1)
- The Fun Facets of Mario: Multifaceted Experience-Driven PCG via Reinforcement Learning (2022) (1)
- Supervised Contrastive Learning for Affect Modelling (2022) (0)
- Chapter 12 Evaluating content generators (2016) (0)
- Towards Semantic Digital Games for Semantic Digital Libraries (2020) (0)
- Play with Emotion: Affect-Driven Reinforcement Learning (2022) (0)
- AI and Games: The Virtuous Cycle (2022) (0)
- RankNEAT (2022) (0)
- Choose Your Weapon: Survival Strategies for Depressed AI Academics (2023) (0)
- Evolutionary computation and games (2020) (0)
- Approach for Interactive Computer Games (2004) (0)
- Controllable Exploration of a Design Space via Interactive Quality Diversity (2023) (0)
- The AIIDE 2007 Workshop on Optimizing Player Satisfaction (2007) (0)
- Extracting Semantic-Based Video Game Characters Information from Social Media Platforms (2019) (0)
- RankNEAT: outperforming stochastic gradient search in preference learning tasks (2022) (0)
- Surprise Search : Beyond Objectives and Novelty Daniele Gravina Institute of Digital Games (2016) (0)
- Learn to Machine Learn via Games in the Classroom (2022) (0)
- Chapter 1 Assessing Believability (2011) (0)
- Review of "Synthetic Creatures with Learning and Reactive Behaviors by Alex J. Champandard", New Riders Publishing, 2004, 768 pp. (2005) (0)
- Introduction [to Emotion in Games] (2015) (0)
- AI FOR GENERAL STRATEGY GAME PLAYING AI FOR GENERAL STRATEGY GAME PLAYING (2013) (0)
- Chapter 12: Game Data Mining (2012) (0)
- Creative Emotional Reasoning Computational Tools Fostering Co-Creativity in Learning Processes www.c2learn.eu (2015) (0)
- Multimodal PTSD characterization via the StartleMart game (2014) (0)
- Games and Learning Alliance: 8th International Conference, GALA 2019, Athens, Greece, November 27–29, 2019, Proceedings (2019) (0)
- Generating Player Satisfaction in Computer Games by the use of Entertainment Modeling and Adaptive Learning (2007) (0)
- Multiplayer Tension In the Wild: A Hearthstone Case (2023) (0)
- Memory embedded structures of Artificial Neural Networks: power and limitations in Predictive Modelling in Foods (2009) (0)
- For Honor, for Toxicity (2021) (0)
- Mixed-media Game AI (2018) (0)
- Promoting Children's Physical Activity using Adaptive Playgrounds (2006) (0)
- The Invariant Ground Truth of Affect (2022) (0)
- Aalborg Universitet A Benchmark for Virtual Camera Control (2015) (0)
- Rating vs. Ranking: A comparative study on sef-reporting (2011) (0)
- [Introduction] (1988) (0)
- Optimizing Player Satisfaction: Papers from the 2007 AIIDE Workshop (2007) (0)
- Guest Editorial Intelligence in Serious Games (2019) (0)
- Creative evolutionary computation (2019) (0)
- Game State Learning via Game Scene Augmentation (2022) (0)
- Lode Enhancer: Level Co-creation Through Scaling (2023) (0)
- Adapting virtual camera behaviour through player modelling (2015) (0)
- Controllable procedural map generation via multiobjective evolution (2013) (0)
- Revisiting lp-constrained Softmax Loss: A Comprehensive Study (2022) (0)
- Shonan Meeting Report No . 130 Artificial General Intelligence in Games : Where Play Meets Design and User Experience (2019) (0)
- From the Lab to the Wild: Affect Modeling Via Privileged Information (2023) (0)
- Cliffhanger Framing Information Randomly Selected Tension Curve Artificially Evolved Horror Game Level Artificially Evolved Level Sonification Deterministic (2016) (0)
- The Coralize Tool for Creating Underwater Environments (2015) (0)
- Evolutionary computation and games tutorial (2018) (0)
- CIS Publication Spotlight (2022) (0)
- Mixed-Media Game AI Antonios Liapis Joint work of : (2018) (0)
- The Platformer Experience Dataset CONFERENCE (2015) (0)
- The Platformer Experience Dataset CONFERENCE (2015) (0)
- Chapter 10 The experience-driven perspective (2016) (0)
- Description of the induced heat resistance of Escherichia coli K12 during dynamic heat processes by using artificial neural networks (2006) (0)
- Editorial Leveling Up! (2022) (0)
- Discrete versus Ordinal Time-Continuous Believability Assessment (2021) (0)
- I_compute I_create I_am (2015) (0)
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