Georgios Yannakakis is Associate Professor at the IT University of Copenhagen

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Refereed Conference and Workshop Papers  

2011

  • H. P. Martinez and G. N. Yannakakis, "Mining Multimodal Sequential Patterns: A Case Study on Affect Detection," in Proceedings of the 13th International Conference on Multimodal Interaction (ICMI), November 2011, Alicante, ACM press. [pdf]
  • A. Liapis, G. N. Yannakakis and J. Togelius, "Optimizing visual properties of game content through neuroevolution," in Proceedings of Artificial Intelligence and Interactive Digital Entertainment (AIIDE'11), October 2011. AAAI Press. [pdf]
  • S. Giannatos, M. Nelson, Y.-G. Cheong and G. N. Yannakakis, " Suggesting New Plot Elements for an Interactive Story," in Proceedings of the 4th Workshop on Intelligent Narrative Technologies, AIIDE, AAAI Press, 2011. [pdf]
  • H. P. Martinez, M. Garbarino and G. N. Yannakakis, " Generic Physiological Features as Predictors of Player Experience," in Proceedings of the 2011 Affective Computing and Intelligent Interaction Conference, Springer, 2011. [pdf]
  • G. N. Yannakakis and J. Hallam, " Rating vs. Preference: A comparative study of self-reporting," in Proceedings of the 2011 Affective Computing and Intelligent Interaction Conference, Springer, 2011. [pdf]
  • G. N. Yannakakis, K. Karpouzis, A. Paiva and E. Hudlicka, " Emotion in Games," in Proceedings of the 2011 Affective Computing and Intelligent Interaction Conference; Emotion in Games (EmoGames) Workshop, Springer, 2011. [pdf]
  • H. P. Martinez and G. N. Yannakakis, " Analysing the Relevance of Experience Partitions to the Prediction of Players' Self-Reports of Affect," in Proceedings of the 2011 Affective Computing and Intelligent Interaction Conference; Emotion in Games (EmoGames) Workshop, Springer, 2011. [pdf]
  • N. Shaker, S. Asteriadis, G. N. Yannakakis, and K. Karpouzis, " A Game-based Corpus for Analysing the Interplay between Game Context and Player Experience," in Proceedings of the 2011 Affective Computing and Intelligent Interaction Conference; Emotion in Games (EmoGames) Workshop, Springer, 2011. [pdf]
  • N. Shaker, G. N. Yannakakis and J. Togelius, " Feature Analysis for Modeling Game Content Quality," in Proceedings of 2011 IEEE Conference on Computational Intelligence and Games, 2011. (Best Student Paper Award) [pdf]
  • J. Munoz, G. N. Yannakakis, F. Mulvey, D. Witzner, G. Gutierrez and A. Sanchis, " Towards Gaze-Controlled Platform Games," in Proceedings of 2011 IEEE Conference on Computational Intelligence and Games, 2011. [pdf]
  • A. Liapis, G. N. Yannakakis and J. Togelius, "Neuroevolutionary Constrained Optimization for Content Creation, " in Proceedings of 2011 IEEE Conference on Computational Intelligence and Games, 2011. [pdf]
  • T. Mahlmann, J. Togelius and G. N. Yannakakis, "Modelling and evaluation of complex scenarios with the Strategy Game Description Language ", in Proceedings of 2011 IEEE Conference on Computational Intelligence and Games, 2011. [pdf]
  • P. Burelli and G. N. Yannakakis, "Towards Adaptive Virtual Camera Control In Computer Games", in Proceedings of Smartgraphics, 2011. [pdf]
  • J. Togelius, E. Kastbjerg, D. Schell, and G. N. Yannakakis, "What is procedural content generation? Mario on the borderline ," in Proceedings of the Sixth International Conference on the Foundations of Digital Games; Workshop on Procedural Content Generation in Games, ACM, Bordeaux 2011. [pdf]
  • A. Picardi, P. Burelli and G. N. Yannakakis, "Modelling Virtual Camera Behaviour Through Player Gaze," in Proceedings of the Sixth International Conference on the Foundations of Digital Games, ACM, Bordeaux 2011. [pdf]
  • Y.-G. Cheong, R. Khaled, C. Grappiolo, J. Campos, C. Martinho, G. Ingram, A. Paiva and G. N. Yannakakis, "A Computational Approach Towards Conflict Resolution for Serious Games," in Proceedings of the Sixth International Conference on the Foundations of Digital Games, ACM, Bordeaux 2011. [pdf]
  • C. Grappiolo, G. N. Yannakakis, S. Asteriadis, and K. Karpouzis, "Towards multimodal player adaptivity in a serious game for fair resource distribution," in Proceedings of IEEE Int. Conf on Multimedia & Expo 2011. [pdf]
  • C. Grappiolo, Y.-G. Cheong, R. Khaled, and G. N. Yannakakis, "Towards Player Adaptivity in a Serious Game for Conflict Resolution," in Proceedings of the 3rd International Conference in Games and Virtual Worlds for Serious Applications, pp. 192-198, Athens, 2011. [pdf]
  • L. Cardamone, G. N. Yannakakis, J. Togelius and P. L. Lanzi, "Evolving Interesting Maps for a First Person Shooter," in Proceedings of EvoGames: Applications of Evolutionary Computation, Lecture Notes on Computer Science vol. 6624, 2011. [pdf]
  • T. Mahlmann, J. Togelius and G. N. Yannakakis, "Towards Procedural Strategy Game Generation: Evolving Complementary Unit Types," in Proceedings of EvoGames: Applications of Evolutionary Computation, Lecture Notes on Computer Science vol. 6624, p.93-102, 2011. (Best Paper nominee) [pdf]

2010

  • N. Shaker, G. N. Yannakakis and J. Togelius, "Towards Automatic Personalized Content Generation for Platform Games", in Proceedings of Artificial Intelligence and Interactive Digital Entertainment (AIIDE'10), October 2010. AAAI Press. [pdf]
  • G. N. Yannakakis, J. Togelius, R. Khaled, A. Jhala, K. Karpouzis, A. Paiva, A. Vasalou, Siren: Towards Adaptive Serious Games for Teaching Conflict Resolution, in Proceedings of the 4th European Conference on Games Based Learning (ECGBL 10), Copenhagen, 2010 [pdf]
  • P. Burelli and G. N. Yannakakis, "Combining Local and Global Optimisation for Virtual Camera Control," in Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games. pp. 403-401 [pdf]
  • H. P. Martinez, K. Hullett and G. N. Yannakakis, "Extending Neuro-evolutionary Preference Learning through Player Modeling," in Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, pp 313-320 [pdf]
  • J. Togelius, M. Preuss, N. Beume, S. Wessing, J. Hagelbäck and G. N. Yannakakis. "Multiobjective Exploration of the StarCraft Map Space," in Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, pp. 265-272 [pdf]
  • T. Mahlmann, A. Drachen, J. Togelius, A. Canossa, and G. N. Yannakakis. "Predicting Player Behavior in Tomb Raider: Underworld," in Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, pp. 178-185 [pdf] 
  • P. Burelli and G. N. Yannakakis, "Global Search for Occlusion Minimization in Virtual Camera Control,'' in Proceedings of the 2010 IEEE World Congress on Computational Intelligence, pp. 2718-2725, Barcelona, July 2010. [pdf]
  • A. Drachen, L. E. Nacke, G. N. Yannakakis and A. L. Pedersen, "Correlation between Heart Rate, Electrodermal Activity and Player Experience in First-Person Shooter Games,'' in Proceedings of ACM SIGGRAPH, 2010. ACM Press.
  • L. Johnson, G. N. Yannakakis, and J. Togelius, "Cellular Automata for Real-time Generation of Infinite Cave Levels," in Proceedings of the ACM Foundations of Digital Games, June 2010. ACM Press. [pdf]
  • J. Togelius, M. Preuss and G. N. Yannakakis, "Towards multiobjective procedural map generation" in Proceedings of the ACM Foundations of Digital Games, June 2010. ACM Press. [pdf]
  • D. Dimovska, P. Jarnfelt, S. Selvig and G. N. Yannakakis, "Towards Procedural Level Generation for Rehabilitation" in Proceedings of the ACM Foundations of Digital Games, June 2010. ACM Press. [pdf]
  • J. Togelius, G. N. Yannakakis K. O. Stanley, and C. Browne, "Search-based Procedural Content Generation," in Proceedings of the EvoStar Conference, LNCS, vol. 6024, April 2010, pp. 140-149, Springer. [pdf]

2009

  • T. Kannetis, A. Potamianos, and G. N. Yannakakis, "Fantasy, Curiosity and Challenge as Adaptation Indicators in Multimodal Dialogue Systems for Preschoolers," in Proceedings of the Workshop on Child, Computer and Interaction (WOCCI'09), ICMI'09, November 2009, Cambridge, MA, ACM press.
  • G. N. Yannakakis, "Learning from Preferences and Selected Multimodal Features of Players," in Proceedings of the Int. Conf. on Multimodal Interfaces (ICMI'09), November 2009, Cambridge, MA, ACM press. [pdf]
  • M. Schwartz, H. P. Martinez, G. N. Yannakakis, and A. Jhala, "Investigating the Interplay between Camera Viewpoints, Game Information, and Challenge,'' in Proceedings of Artificial Intelligence and Interactive Digital Entertainment (AIIDE'09), October 2009. AAAI Press. [pdf]
  • C. Pedersen, J. Togelius, and G. N. Yannakakis, "Optimization of platform game levels for player experience,'' in Proceedings of Artificial Intelligence and Interactive Digital Entertainment (AIIDE'09), October 2009. AAAI Press. [pdf]
  • C. Pedersen, J. Togelius, and G. N. Yannakakis, "Modeling Player Experience in Super Mario Bros" in Proceedings of the IEEE Symposium on Computational Intelligence and Games, Milan, September, 2009. [pdf]
  • A. Drachen, A. Canossa, and G. N. Yannakakis, "Player Modeling using Self-Organization in Tomb Raider: Underworld'' in Proceedings of the IEEE Symposium on Computational Intelligence and Games, Milan, September, 2009. [pdf]
  • H. P. Martinez, A. Jhala, and G. N. Yannakakis, "Analyzing the Impact of Camera Viewpoint on Player Psychophysiology,'' in Proceedings of the Int. Conf. on Affective Computing and Intelligent Interaction (ACII'09), Amsterdam, The Netherlands, September 2009. [pdf]
  • G. N. Yannakakis, "Game Adaptivity Impact on Affective Physical Interaction," in Proceedings of the Int. Conf. on Affective Computing and Intelligent Interaction (ACII'09), Amsterdam, The Netherlands, September 2009. [pdf]
  • G. N. Yannakakis, "Preference Learning for Affective Modeling," in Proceedings of the Int. Conf. on Affective Computing and Intelligent Interaction, Amsterdam, The Netherlands, September 2009. [pdf]

2008

  • G. N. Yannakakis, "How to Model and Augment Player Satisfaction: A Review," in Proceedings of the 1st Workshop on Child, Computer and Interaction, ICMI'08, Chania, Crete, October, 2008. ACM Press (invited paper). [pdf]
  • J. K. Olesen, G. N. Yannakakis, and J. Hallam, "Real-time challenge balance in an RTS game using rtNEAT," in Proceedings of the IEEE Symposium on Computational Intelligence and Games, pp. 87-94, Perth, December, 2008. [pdf]
  • G. N. Yannakakis, and J. Hallam, "Real-time Adaptation of Augmented-Reality Games for Optimizing Player Satisfaction," in Proceedings of the IEEE Symposium on Computational Intelligence and Games, pp. 103-110, Perth, December, 2008. [pdf]

2007

  • G. N. Yannakakis, and J. Hallam, "Entertainment Modeling in Physical Play through Physiology beyond Heart-Rate," in Proceedings of the Int. Conf. on Affective Computing and Intelligent Interaction, Lecture Notes in Computer Science, vol. 4738 Lisbon, pp. 256-267, Portugal, September, 2007. Springer-Verlag. [pdf]
  • G. N. Yannakakis, and J. Hallam, "Feature Selection for Capturing the Experience of Fun," in Proceedings of the AIIDE'07 Workshop on Optimizing Player Satisfaction, AAAI Press Technical Report WS-01-01, pp. 37-42, Stanford, USA, June, 2007. AAAI Press. [pdf]
  • G. N. Yannakakis and J. Hallam, "Game and Player Feature Selection for Entertainment Capture,'' in Proceedings of the IEEE Symposium on Computational Intelligence and Games, pp. 244-251, Hawaii, USA, 2007. [pdf]

2006

  • G. N. Yannakakis, J. Hallam and H. H. Lund, "Capturing Entertainment through Heart-rate Dynamics in the Playware Playground," in Proceedings of the 5th International Conference on Entertainment Computing, Lecture Notes in Computer Science, vol. 4161, pp. 314-317, Cambridge, UK, September 20-22, 2006. Springer-Verlag. [pdf]
  • G. N. Yannakakis, H. H. Lund and J. Hallam, "Modeling Children's Entertainment in the Playware Playground," in Proceedings of the IEEE Symposium on Computational Intelligence and Games, pp. 134-141,  Reno, USA, May, 2006. [pdf]
  • G. N. Yannakakis, J. Hallam and H. H. Lund, "Comparative Fun Analysis in the Innovative Playware Game Platform," in Proceedings of the 1st World Conference for Fun 'n Games, pp. 64-70, Preston, England, June 26-28, 2006. [pdf]
  • F. Hammer and G. N. Yannakakis, "Promoting Children's Physical Activity using Adaptive Playgrounds," in Proceedings of the 4th European Youth Heart Study Symposium: Children, Physical Activity & Health, Odense, Denmark, 24-25 April, 2006.[doc]
  • G. N. Yannakakis, and J. Hallam, "Towards Capturing and Enhancing Entertainment in Computer Games," in Proceedings of the 4th Hellenic Conference on Artificial Intelligence, Lecture Notes in Artificial Intelligence, vol. 3955, pp. 432-442, Heraklion, Crete, Greece, 18-20 May, 2006. Springer-Verlag. [pdf]
  • V. P. Valdramidis, G. N. Yannakakis, A. H. Geeraerd, and J. F. Van Impe, ''Description of the induced heat resistance of Escherichia coli K12 during dynamic heat processes by using artificial neural networks,'' in Proceedings of the 2nd International Conference on Microbiological Risk Assessment: Foodborne Hazards, Sydney, February, 2006.
  • V. P. Valdramidis, G. N. Yannakakis, A. H. Geeraerd, and J. F. Van Impe, ''Artificial Neural Networks as a tool for incorporating microbial stress adaptations in the quantification of microbial inactivation,'' in Proceedings of the 9th European conference on Food Industry and Statistics, pp. 209-217, Montpellier, France, January, 2006. [pdf]

2005

  • G. N. Yannakakis, J. Hallam and J. Levine, ''Evolutionary Computation Variants for Cooperative Spatial Coordination,'' in Proceedings of the 2005 IEEE Congress on Evolutionary Computation, pp. 2715-2722, Edinburgh, UK, 2005. [pdf
  • G. N. Yannakakis, and J. Hallam, "A Scheme for Creating Digital Entertainment with Substance,'' in Proceedings of the Workshop on Reasoning, Representation, and Learning in Computer Games, 19th International Joint Conference on Artificial Intelligence (IJCAI), pp. 119- 124, Edinburgh, UK, 2005. [pdf]
  • G. N. Yannakakis, and J. Hallam, "A Generic Approach for Generating Interesting Interactive Pac-Man Opponents,'' in Proceedings of the IEEE Symposium on Computational Intelligence and Games, pp. 94-101, Essex University, April 4-6, 2005. [pdf]
  • G. N. Yannakakis, and M. Maragoudakis, "Player Modeling Impact on Player's Entertainment in Computer Games,'' in Proceedings of the 10th International Conference on User Modeling, Lecture Notes in Computer Science, vol. 3538, pp. 74-78, Edinburgh, July 24-30, 2005. [pdf]

2004

  • G. N. Yannakakis, and J. Hallam, "Interactive Opponents Generate Interesting Games,'' in Proceedings of the International Conference on Computer Games: Artificial Intelligence, Design and Education (CGAIDE), pp. 240-247, Microsoft Campus, Reading, UK, November, 2004. [pdf]
  • G. N. Yannakakis, and J. Hallam, "Evolving Opponents for Interesting Interactive Computer Games,'' in Proceedings of the 8th International Conference on the Simulation of Adaptive Behavior (SAB'04); From Animals to Animats 8, pp. 499-508, Los Angeles, CA, USA, July 13-17, 2004. The MIT Press. [pdf]
  • G. N. Yannakakis, J. Levine, and J. Hallam, "An Evolutionary Approach for Interactive Computer Games,'' in Proceedings of the 2004 IEEE Congress on Evolutionary Computation, pp. 986-993, Portland, Oregon, USA, June 20-23, 2004. [pdf]

2003

  • G. N. Yannakakis, J. Levine, J. Hallam, and M. Papageorgiou, "Performance, robustness and effort cost comparison of machine learning mechanisms in FlatLand,'' in Proceedings of the 11th Mediterranean Conference on Control and Automation MED'03. IEEE, June 2003. [pdf]
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Last updated: 06/09/11