Publications

Listed below are the publications that result from my research position at the University of Applied Sciences Amsterdam (2013-2015), and my PhD research at the University of Malta (2016 – 2019).

The image below is a quick overview of the system that I built for my dissertation. More information can be found in this paper and in my dissertation (coming soon).

An overview of the pipeline to setup and use the framework. It consists of four
phases: data collection (orange) , machine learning (green), facet orchestration (cyan) and
utilization of the output (blue).
The pipeline consists of four phases: data collection (orange) , machine learning (green), facet orchestration (cyan) and utilization of the output (blue).

2019

Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis, 2019. A Multi-Faceted Surrogate Model for Search-based Procedural Content Generation. In IEEE Transactions on Games. Accepted for publication. PDF

Antonios Liapis, Daniel Karavolos, Konstantinos Makantasis, Konstantinos Sfikas and Georgios N. Yannakakis, 2019. Fusing Level and Ruleset Features for Multimodal Learning of Gameplay Outcomes. In Proceedings of the IEEE Conference on Games. PDF BibTex

2018

Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis, 2018. Pairing Character Classes in a Deathmatch Shooter Game via a Deep-Learning Surrogate Model. In Proceedings of the FDG Workshop on Procedural Content GenerationPDF BibTex

Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis, 2018. Using a Surrogate Model of Gameplay for Automated Level Design. In Proceedings of the IEEE Conference on Computational Intelligence and Games PDF BibTex

2017

Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis, 2017. Learning the Patterns of Balance in a Multi-Player Shooter Game. In Proceedings of the FDG workshop on Procedural Content Generation in GamesPDF BibTex

2016

Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis, 2016. Evolving Missions to Create Game Spaces. In Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG).  PDF BibTex

Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis, 2016. Mission Evolution for Dungeon Levels. In Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG). PDF

2015

Van Arkel, B., Karavolos, D., Bouwer, A., 2015. Procedural generation of collaborative puzzle-platform game levels. In Proceedings Proceedings of the 16th International Conference on AI and Simulation in Games (GAMEON’2015). PDF

Karavolos, D., Bouwer, A. and Bidarra, R., 2015. Mixed-Initiative Design of Game Levels: Integrating Mission and Space into Level Generation. In Proceedings of the 10th International Conference on the Foundations of Digital Games. PDF