Mohammad Shaker
Title
Cited by
Cited by
Year
Ropossum: An authoring tool for designing, optimizing and solving cut the rope levels
N Shaker, M Shaker, J Togelius
Ninth Artificial Intelligence and Interactive Digital Entertainment Conference, 2013
672013
Evolving Playable Content for Cut the Rope through a Simulation-Based Approach.
M Shaker, N Shaker, J Togelius
AIIDE, 2013
572013
Automatic generation and analysis of physics-based puzzle games
M Shaker, MH Sarhan, O Al Naameh, N Shaker, J Togelius
2013 IEEE Conference on Computational Inteligence in Games (CIG), 1-8, 2013
442013
Towards generic models of player experience
N Shaker, M Shaker, M Abou-Zleikha
Eleventh Artificial Intelligence and Interactive Digital Entertainment …, 2015
132015
A progressive approach to content generation
M Shaker, N Shaker, J Togelius, M Abou-Zleikha
European Conference on the Applications of Evolutionary Computation, 381-393, 2015
132015
A procedural method for automatic generation of spelunky levels
W Baghdadi, FS Eddin, R Al-Omari, Z Alhalawani, M Shaker, N Shaker
European Conference on the Applications of Evolutionary Computation, 305-317, 2015
132015
Towards understanding the nonverbal signatures of engagement in super mario bros
N Shaker, M Shaker
International Conference on User Modeling, Adaptation, and Personalization …, 2014
82014
A Quantitative Approach for Modeling and Personalizing Player Experience in First-Person Shooter Games
N Shaker, M Shaker, I Abuabdallah, M Zonjy, MH Sarhan
The 21st Conference on User Modeling, Adaptation and Personalization, Rome …, 2013
62013
Active Learning for Player Modeling.
N Shaker, M Abou-Zleikha, M Shaker
FDG, 2015
52015
A projection-based approach for real-time assessment and playability check for physics-based games
M Shaker, N Shaker, M Abou-Zleikha, J Togelius
European Conference on the Applications of Evolutionary Computation, 430-442, 2015
32015
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