N
Noor Shaker
Researcher at Aalborg University – Copenhagen
Publications - 50
Citations - 2068
Noor Shaker is an academic researcher from Aalborg University – Copenhagen. The author has contributed to research in topics: Game mechanics & Game design. The author has an hindex of 22, co-authored 49 publications receiving 1827 citations. Previous affiliations of Noor Shaker include IT University of Copenhagen & Aalborg University.
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Book
Procedural Content Generation in Games
TL;DR: This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content.
Proceedings Article
Towards automatic personalized content generation for platform games
TL;DR: It is shown that personalized levels can be automatically generated for platform games using more accurate models based on a much larger data set and a mechanism for adapting level design parameters to given players and playing style.
Journal ArticleDOI
The 2010 Mario AI Championship: Level Generation Track
Noor Shaker,Julian Togelius,Georgios N. Yannakakis,Ben G. Weber,T. Shimizu,Tomonori Hashiyama,Nathan Sorenson,Philippe Pasquier,Peter Mawhorter,G. Takahashi,Gillian Smith,Robin Baumgarten +11 more
TL;DR: The Level Generation Competition, part of the IEEE Computational Intelligence Society (CIS)-sponsored 2010 Mario AI Championship, was to the authors' knowledge the world's first procedural content generation competition.
Proceedings ArticleDOI
Evolving levels for Super Mario Bros using grammatical evolution
TL;DR: The use of design grammars to evolve playable 2D platform levels through grammatical evolution (GE) allows simple encoding of important level design constraints, and allows remarkably compact descriptions of large spaces of levels.
Journal ArticleDOI
Imitating human playing styles in Super Mario Bros
TL;DR: This study describes and compares several methods for generating game character controllers that mimic the playing style of a particular human player, or of a population of human players, across video game levels and finds that a method based on neuroevolution performs best both in terms of the instrumental similarity measure and in phenomenological evaluation by human spectators.