Andy Nealen  Publications

See my Google Scholar page for metrics and a list of co-authors

Articles

Andrew Nealen. My Tabletop Games of 2014. Medium, 2015.

Andrew Nealen. The 10 Best Board Games of 2013. Paste Magazine, 2013.

Papers

Rodrigo Canaan, Xianbo Gao, Youjin Chung, Julian Togelius, Andy Nealen, and Stefan Menzel. Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2020, 16(1), 31-37.

Hirotaka Suetake, Tsukasa Fukusato, Christian Arzate Cruz, Andy Nealen, and Takeo Igarashi. Interactive Design Exploration of Game Stages Using Adjustable Synthetic Testers. FDG '20: International Conference on the Foundations of Digital Games. September 2020 Article No.: 25, Pages 1–4.

Rodrigo Canaan, Xianbo Gao, Youjin Chung, Julian Togelius, Andy Nealen, and Stefan Menzel. Evaluating RL agents in hanabi with unseen partners. AAAI'20 Reinforcement Learning in Games Workshop, 2020.

Tiago Machado, Daniel Gopstein, Angela Wang, Oded Nov, Andrew Nealen, and Julian Togelius. Evaluation of a Recommender System for Assisting Novice Game Designers. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 15(1), 167-173. 2019.

Rodrigo Canaan, Christoph Salge, Julian Togelius, and Andy Nealen. Leveling the Playing Field - Examining Fairness in Human versus AI Game Benchmarks. In Proceedings of Foundations of Digital Games (FDG), 2019.

Rodrigo Canaan, Julian Togelius, Andy Nealen, and Stefan Menzel. Diverse Agents for Ad-Hoc Cooperation in Hanabi. In Proceedings of the IEEE Conference on Games (CoG), 2019.

Tiago Machado, Dan Gopstein, Andy Nealen, and Julian Togelius. Pitako - Recommending Game Design Elements in Cicero. In Proceedings of the IEEE Conference on Games (CoG), 2019.

Tiago Machado, Dan Gopstein, Andy Nealen, and Julian Togelius. Kwiri - What, When, Where and Who: Everything you ever wanted to know about your game but didn't know how to ask. In Proceedings of the Knowledge Extraction from Games (KEG-19) workshop at the AAAI Conference on Artificial Intelligence (AAAI-19), 2019.

Adam Summerville, Sam Snodgrass, Matthew Guzdial, Christoffer Holmgard, Amy K. Hoover, Aaron Isaksen, Andy Nealen and Julian Togelius. Procedural Content Generation via Machine Learning (PCGML). IEEE Transactions on Games. vol. 10, no. 3, September 2018, pp. 257–270.

Michael Cerny Green, Ahmed Khalifa, Gabriella A.B. Barros, Tiago Machado, Andy Nealen, and Julian Togelius. AtDelfi: Automatically Designing Legible, Full Instructions for Games. In Proceedings of Foundations of Digital Games (FDG), ACM, 2018. Best Paper Award.

Fernando de Mesentier Silva, Scott Lee, Julian Togelius, and Andy Nealen. Evolving maps and decks for ticket to ride. In Proceedings of Foundations of Digital Games (FDG), ACM, 2018.

Fernando de Mesentier Silva, Christoph Salge, Aaron Isaksen, Julian Togelius, and Andy Nealen. Drawing without replacement as a game mechanic. In Proceedings of Foundations of Digital Games (FDG), Tabletop Games Workshop, 2018.

Michael Cerny Green, Ahmed Khalifa, Gabriella A.B. Barros, Andy Nealen,and Julian Togelius. Generating Levels That Teach Mechanics. In Proceedings of Foundations of Digital Games (FDG), PCG Workshop, 2018.

Rodrigo Canaan, Haotian Shen, Ruben Rodriguez Torrado, Julian Togelius, Andy Nealen and Stefan Menzel. Evolving Agents for the Hanabi 2018 CIG Competition. IEEE Conference on Computational Intelligence and Games (CIG), Competition Paper, 2018.

Rodrigo Canaan, Stefan Menzel, Julian Togelius, and Andy Nealen. Towards Game-based Metrics for Computational Co-Creativity. IEEE Conference on Computational Intelligence and Games (CIG), Vision Paper, 2018.

Fernando de Mesentier Silva, Julian Togelius, Frank Lantz, and Andy Nealen. Generating Novice Heuristics for Post-Flop Poker. IEEE Conference on Computational Intelligence and Games (CIG), 2018.

Fernando de Mesentier Silva, Julian Togelius, Frank Lantz, and Andy Nealen. Generating Beginner Heuristics for Simple Texas Hold'em. In Proceedings of the Genetic and Evolutionary Computation Conference (GECCO), 2018.

Ahmed Khalifa, Scott Lee, Andy Nealen, and Julian Togelius. Talakat: Bullet Hell Generation through Constrained Map-Elites. In Proceedings of the Genetic and Evolutionary Computation Conference (GECCO), 2018.

Aaron Isaksen, Dan Gopstein, Julian Togelius, and Andy Nealen. Exploring Game Space of Minimal Action Games via Parameter Tuning and Survival Analysis. IEEE Transactions on Games. vol. 10, no. 2, June 2018, pp. 182-194.

Tiago Machado, Daniel Gopstein, Oded Nov, Andy Nealen, and Julian Togelius. AI-assisted Game Debugging with Cicero. In IEEE World Congresson Computational Intelligence, 2018.

Tiago Machado, Andy Nealen, and Julian Togelius. CICERO: Computationally Intelligent Collaborative Environment for game and level design. In Computational Creativity and Games Workshop (CCGW at ICCC), 2017.

Fernando de Mesentier Silva, Scott Lee, Julian Togelius and Andy Nealen. AI-based Playtesting of Contemporary Board Games. Proceedings of FDG, 2017.

Tiago Machado, Andy Nealen and Julian Togelius. SeekWhence: A Retrospective Analysis Tool for General Game Design. Proceedings of FDG, 2017.

Aaron Isaksen, Drew Wallace, Adam Finkelstein and Andy Nealen. Simulating Strategy and Dexterity for Puzzle Games. IEEE Conference on Computational Intelligence and Games (CIG), 2017.

Frank Lantz, Aaron Isaksen, Alexander Jaffe, Andy Nealen and Julian Togelius. Depth in Strategic Games. Proceedings of the AAAI WNAIG Workshop, 2017.

Fernando de Mesentier Silva, Scott Lee, Julian Togelius and Andy Nealen. AI as Evaluator: Search Driven Playtesting of Modern Board Games. Proceedings of the AAAI WNAIG Workshop, 2017.

Michael Cook, Mirjam Eladhari, Andy Nealen, Mike Treanor, Eddy Boxerman, Alex Jaffe, Paul Sottosanti, and Steve Swink. PCG-Based Game Design Patterns. arXiv, October 2016.

Andre Mendes, Andy Nealen and Julian Togelius. Hyper-Heuristic General Video Game Playing. IEEE Conference on Computational Intelligence and Games (CIG), 2016.

Fernando de Mesentier Silva, Aaron Isaksen, Julian Togelius and Andy Nealen. Generating Heuristics for Novice Players. IEEE Conference on Computational Intelligence and Games (CIG), 2016.

Aaron Isaksen and Andy Nealen. A Statistical Analysis of Player Improvement and Single-Player High Scores. Proceedings of DiGRA/FDG, 2016.

Tiago Machado, Ivan Bravi, Zhu Wang, Andy Nealen and Julian Togelius. Shopping for Game Mechanics. Proceedings of the FDG Workshop on Procedural Content Generation, 2016.

Matt Stanton, Sascha Geddert, Adrian Blumer, Paul Hormis, Andy Nealen, Seth Cooper and Adrien Treuille. Large-scale finite state game engines. Proceedings of the Eurographics/ACM SIGGRAPH Symposium on Computer Animation, 2016.

Ahmed Khalifa, Aaron Isaksen, Julian Togelius and Andy Nealen. Modifying MCTS for Human-like General Video Game Playing. Proceedings of IJCAI, 2016.

Aaron Isaksen, Christoffer Holmgard, Julian Togelius and Andy Nealen. Characterising Score Distributions in Dice Games. Game and Puzzle Design. Vol. 2, no. 1, 2016.

Aaron Isaksen, Julian Togelius, Frank Lantz and Andy Nealen. Playing Games Across the Superintelligence Divide. Thirtieth AAAI Conference on Artificial Intelligence, Workshop on AI, Ethics, and Society, 2016.

Aaron Isaksen, Mehmet Ismail, Steven J. Brams and Andy Nealen. Catch-up: A Game In Which the Lead Alternates. Game and Puzzle Design. Vol. 1, no. 2, 2015.

Ming Jin, Dan Gopstein, Yotam Gingold and Andrew Nealen. AniMesh: Interleaved Animation, Modeling, and Editing. ACM Transactions on Graphics, 2015.

Aaron Isaksen and Andrew Nealen. Comparing Player Skill, Game Variants, and Learning Rates with Survival Analysis. Player Modeling Workshop hosted by AAAI AIIDE 2015.

Aaron Isaksen, Dan Gopstein, Julian Togelius and Andrew Nealen. Discovering Unique Game Variants. Computational Creativity and Games Workshop, hosted by The Sixth International Conference on Computational Creativity, ICCC 2015.

Aaron Isaksen, Dan Gopstein and Andrew Nealen. Exploring Game Space using Survival Analysis. Foundations of Digital Games 2015. Best Paper in Artificial Intelligence and Game Technology.

Andrew Nealen. Ascension: a Case Study in Deckbuilding Games. Digital Games Research Association (DiGRA), 2013.

Timothy Gerstner, Adam Finkelstein, Marc Alexa, Doug DeCarlo, Yotam Gingold and Andrew Nealen. Pixelated Image Abstraction with Integrated User Constraints. Computers & Graphics, 2013.

Péter Borosán, Ming Jin, Doug DeCarlo, Yotam Gingold and Andrew Nealen. RigMesh: Automatic Rigging for Part-Based Shape Modeling and Deformation. ACM Transactions on Graphics Vol. 31, Issue 6, 2012.

Timothy Gerstner, Adam Finkelstein, Marc Alexa, Doug DeCarlo, Yotam Gingold and Andrew Nealen. Pixelated Image Abstraction. International Symposium on Non-Photorealistic Animation and Rendering (NPAR), 2012.

Adrian Secord, Cynthia Lu, Adam Finkelstein, Manish Singh and Andrew Nealen. Perceptual Models of Viewpoint Preference. ACM Transactions on Graphics Vol. 30, Issue 5, 2011.

Andrew Nealen, Adam Saltsman and Eddy Boxerman. Towards Minimalist Game Design. Foundations of Digital Games (FDG), 2011.

Kenshi Takayama, Olga Sorkine, Andrew Nealen and Takeo Igarashi. Volumetric Modeling with Diffusion Surfaces. ACM Transactions on Graphics Vol. 29, Issue 5, 2010.

Péter Borosán, Reid Howard, Shaoting Zhang and Andrew Nealen. Hybrid Mesh Editing. Eurographics, 2010.

Shaoting Zhang, Andrew Nealen and Dimitris Metaxas. Skeleton Based As-Rigid-As-Possible Volume Modeling. Eurographics, 2010.

Andrew Nealen, Justus Pett, Marc Alexa and Takeo Igarashi. GridMesh: fast and high quality 2D Mesh generation for interactive 3D shape modeling. IEEE International Conference on Shape Modeling and Applications (SMI), 2009.

Johannes Zimmermann, Andrew Nealen and Marc Alexa. Sketching Contours. Computers & Graphics, 32(3), 2008.

Andrew Nealen, Takeo Igarashi, Olga Sorkine and Marc Alexa. FiberMesh: Designing Freeform Surfaces with 3D Curves. ACM Transactions on Graphics, Vol. 26, Issue 3, 2007.

Johannes Zimmermann, Andrew Nealen and Marc Alexa. SilSketch: Automated Sketch-Based Editing of Surface Meshes. Eurographics Workshop on Sketch-Based Interfaces and Modeling (SBIM), 2007.

Andrew Nealen, Takeo Igarashi, Olga Sorkine and Marc Alexa. Laplacian Mesh Optimization. ACM GRAPHITE, 2006.

Andrew Nealen, Olga Sorkine, Marc Alexa and Daniel Cohen-Or. A Sketch-Based Interface for Detail-Preserving Mesh Editing. ACM Transactions on Graphics, Vol. 24, Issue 3, 2005.

Andrew Nealen, Matthias Müller, Richard Keiser, Eddy Boxerman and Mark Carlson. Physically-Based Deformable Models in Computer Graphics. Computer Graphics Forum, Vol. 25, Issue 4, 2005.

Anders Adamson, Marc Alexa and Andrew Nealen. Adaptive Sampling of Intersectable Models Exploiting Image and Object-space Coherence. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D), 2005.

Matthias Müller, Richard Keiser, Andrew Nealen, Mark Pauly, Markus Gross and Marc Alexa. Point Based Animation of Elastic, Plastic and Melting Objects. ACM SIGGRAPH / Eurographics Symposium on Computer Animation, 2004.

Andrew Nealen and Marc Alexa. Fast and High Quality Overlap Repair for Patch-Based Texture Synthesis. Computer Graphics International, 2004.

Andrew Nealen and Marc Alexa. Hybrid Texture Synthesis. Eurographics Symposium on Rendering, 2003.

Book Chapters

Andrew Nealen and Marc Alexa. The Creation and Modification of 3D Models Using Sketches and Curves. In Sketch-Based Interfaces and Modeling, Springer Berlin Heidelberg, 2011.

Andrew Nealen and Marc Alexa. Mesh Editing Based on Discrete Laplace and Poisson Models. Advances in Computer Graphics and Computer Vision, Communications in Computer and Information Science Volume 4, 2007.

Theses

Andrew Nealen. Interfaces and Algorithms for the Creation, Modification, and Optimization of Surface Meshes. PhD Thesis, TU Berlin, 2007.

Andrew Nealen. Hybrid Texture Synthesis. MSc Thesis, TU Darmstadt, 2003.

Technical Reports

Andrew Nealen and Olga Sorkine. A Note on Boundary Constraints for Linear Variational Surface Design. TU Berlin, 2007.

Andrew Nealen. An As-Short-As-Possible Introduction to the Least Squares, Weighted Least Squares and Moving Least Squares Methods for Scattered Data Approximation and Interpolation. TU Darsmstadt, 2004.