Antonios Liapis

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Short Bio

I have been a PhD fellow under the supervision of Georgios N. Yannakakis in the Center for Computer Games Research from September 2011 until September 2014, at which point I successfully defended my PhD thesis. During my PhD studies, my interests focused on game AI, player modeling and procedural content generation; projects during that time period revolved around believable agent behaviors and visually appealing procedurally generated game content. The topic of my PhD thesis is mixed-initiative design for game content. The grand idea was to use a human designer to provide the high-level patterns and a program to flesh out the fine-grain details (taking into account the human's design preferences and intentions). In that vein, the iterative negotiation between human and computer can produce competent results fulfilling the creator's wishes while reducing development time and effort. I have a long-lasting fascination with Role Playing Games, and believe that through machine learning the storytelling and mediating aspect of pen-and-paper RPGs (afforded by the Game Master) could very well benefit digital RPGs but also other game genres.

I have successfully defended my PhD thesis in 2014 and received my doctorate from the IT University of Copenhagen. I am a graduate Master Student of the Media Technology and Games program of IT University of Copenhagen, where I have been developing different types of games (both large and small, serious and entertaining). My work includes The Witching Hour, a total conversion using the state-of-the-art Unreal 3 engine, which has received several distinctions and contributed to placing the IT University at 1st place in the Educational Category of the international Make Something Unreal competition (2010). In addition to the insights gained through the Media Technology and Games program, during my Diploma studies in the National Technical University of Athens I received a firm theoretical background and hands-on experience both in computer science but also in electronics, mathematics, quantitative analysis as well as computer vision and multimedia.

Areas of competence

Procedural Content Generation, Player Modeling, Multimedia, Game Design, 3D Game Art

Current Research Interests

Mixed-Initiative Design of game content, Experience-Driven Procedural Content Generation, Digital Aesthetics, Adaptive Games

Publications

  • Christoffer Holmg\aard, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis - Personas versus Clones for Player Decision Modeling
    Proceedings of the International Conference on Entertainment Computing (ICEC)
    , 2014
    Bibtex
  • Antonios Liapis, Georgios N. Yannakakis, Julian Togelius - Designer Modeling for Sentient Sketchbook
    Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG)
    , 2014
    Bibtex
  • Mike Preuss, Antonios Liapis, Julian Togelius - Searching for Good and Diverse Game Levels
    Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG)
    , 2014
    Bibtex
  • Christoffer Holmg\aard, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis - Evolving Personas for Player Decision Modeling
    Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG)
    , 2014
    Bibtex
  • Antonios Liapis, Georgios N. Yannakakis, Julian Togelius - Computational Game Creativity
    Proceedings of the Fifth International Conference on Computational Creativity
    , 2014
    Bibtex
  • Georgios N. Yannakakis, Antonios Liapis, Constantine Alexopoulos - Mixed-Initiative Co-Creativity
    Proceedings of the 9th Conference on the Foundations of Digital Games
    , 2014
    Bibtex
  • Christoffer Holmg\aard, Antonios Liapis, Julian Togelius, Georgios N. Yannakakis - Generative Agents for Player Decision Modeling in Games
    Poster Proceedings of the 9th Conference on the Foundations of Digital Games
    , 2014
    Bibtex
  • Julian Togelius, Mark J. Nelson, Antonios Liapis - Characteristics of Generatable Games
    Proceedings of the FDG Workshop on Procedural Content Generation
    , 2014
    Bibtex
  • Antonios Liapis, Georgios N. Yannakakis, Julian Togelius - Designer Modeling for Personalized Game Content Creation Tools
    Proceedings of the AIIDE Workshop on Artificial Intelligence & Game Aesthetics
    , 2013
    Bibtex
  • Antonios Liapis, Georgios N. Yannakakis, Julian Togelius - Towards a Generic Method of Evaluating Game Levels
    Proceedings of the AAAI Artificial Intelligence for Interactive Digital Entertainment Conference
    , 2013
    Bibtex
  • Antonios Liapis, H\'ector P. Mart\'inez, Julian Togelius, Georgios N. Yannakakis - Adaptive Game Level Creation through Rank-based Interactive Evolution
    Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG)
    , 2013
    Bibtex
  • Antonios Liapis, Georgios Yannakakis, Julian Togelius - Enhancements to Constrained Novelty Search: Two-Population Novelty Search for Generating Game Content
    Proceedings of Genetic and Evolutionary Computation Conference
    , 2013
    Bibtex
  • Antonios Liapis, H\'ector P. Mart\'inez, Julian Togelius, Georgios N. Yannakakis - Transforming Exploratory Creativity with DeLeNoX
    Proceedings of the Fourth International Conference on Computational Creativity
    , 2013
    Bibtex
  • Antonios Liapis, Georgios Yannakakis, Julian Togelius - Sentient Sketchbook: Computer-Aided Game Level Authoring
    Proceedings of ACM Conference on Foundations of Digital Games
    , 2013
    Bibtex
  • Antonios Liapis, Georgios Yannakakis, Julian Togelius - Sentient World: Human-Based Procedural Cartography
    Proceedings of Evolutionary and Biologically Inspired Music, Sound, Art and Design (EvoMusArt)
    pp. 180-191, 2013
    Bibtex
  • Antonios Liapis, Georgios Yannakakis, Julian Togelius - Generating Map Sketches for Strategy Games
    Proceedings of Applications of Evolutionary Computation
    pp. 264-273, 2013
    Bibtex
  • Antonios Liapis, Georgios Yannakakis, Julian Togelius - Limitations of Choice-Based Interactive Evolution for Game Level Design
    Proceedings of AIIDE Workshop on Human Computation in Digital Entertainment
    , 2012
    Bibtex
  • Antonios Liapis, Georgios N. Yannakakis, Julian Togelius - Adapting Models of Visual Aesthetics for Personalized Content Creation
    IEEE Transactions on Computational Intelligence and AI in Games
    4(3):213-228, 2012
    Bibtex
  • Antonios Liapis, Georgios N. Yannakakis, Julian Togelius - Optimizing Visual Properties of Game Content Through Neuroevolution
    Artificial Intelligence for Interactive Digital Entertainment Conference
    , 2011
    Bibtex
  • Antonios Liapis, Georgios N. Yannakakis, Julian Togelius - Neuroevolutionary Constrained Optimization for Content Creation
    Proceedings of IEEE Conference on Computational Intelligence and Games
    pp. 71-78, 2011
    Bibtex

Teaching

IT University of Copenhagen, Copenhagen, Denmark

Procedural Content Generation (Guest Lecturer): September 2014
Modern AI for Games (Teacher): September-December 2012
Advanced Topics in Game Technology (Teacher): September-December 2012
Modern AI for Games (Teacher): September-December 2011
Procedural Content Generation (Teacher): September-December 2011
Modern AI for Games (Teaching Assistant): September-December 2010

University of Malta, Msida, Malta

Game Technology (Guest Lecturer): October--January 2012
Game AI Revisited (Guest Lecturer): March 2014

Contact info

Office: 5D15
E-mail: anli (at) itu (dot) dk
Webpage: www.itu.dk/people/anli