Georgios N. Yannakakis is Associate Professor at the Institute of Digital Games, University of Malta (UoM). He received the Ph.D. degree in Informatics from the University of Edinburgh in 2005. Prior to joining the Institute of Digital Games, UoM, in 2012 he was an Associate Professor at the Center for Computer Games Research at the IT University of Copenhagen.
He does research at the crossroads of AI (computational intelligence, preference learning, computational creativity), affective computing (emotion detection, emotion annotation), advanced game technology (player experience modeling, procedural content generation, personalization) and human-computer interaction (multimodal interaction, psychophysiology, user modeling). He pursues research concepts such as user experience modeling and procedural content generation for the design of personalized interactive systems for entertainment, education, training and health.
Georgios N. Yannakakis is one of the leading researchers within player affective modeling and adaptive content generation for games. He has pioneered the use of preference learning algorithms to create statistical models of player experience which drive the automatic generation of personalized game content. He has published over 160 journal and conference papers in the aforementioned fields and his work has been cited broadly. His research has been supported by numerous national and European grants. He has been, and currently is, a principal investigator of the SIREN, C2Learn, ILearnRW and AutoGameDesign FP7 projects.
He is an Associate Editor of the IEEE Transactions on Affective Computing and the IEEE Transactions on Computational Intelligence and AI in Games. He has been the General Chair of key conferences in the area of game artificial intelligence (IEEE CIG 2010) and games research (FDG 2013).
Google scholar profile: http://scholar.google.com/citations?user=nj4bkJkAAAAJ&hl=en&oi=ao
Liapis, A., MartÃ„Â±nez, H.,P., Togelius, J. & Yannakakis, G.N. 2013, "Transforming exploratory creativity with DeLeNoX", , pp. 56.
Yannakakis, G.N., Spronck, P., Loiacono, D. & AndrÃƒÂ©, E. 2013, "Player modeling", Dagstuhl Follow-Ups, vol. 6.
Yannakakis, G.N. 2012, "Game AI revisited", Proceedings of the 9th conference on Computing FrontiersACM, , pp. 285.
Togelius, J., Yannakakis, G.N., Stanley, K.O. & Browne, C. 2011, "Search-based procedural content generation: A taxonomy and survey", Computational Intelligence and AI in Games, IEEE Transactions on, vol. 3, no. 3, pp. 172-186.
Yannakakis, G.N. & Togelius, J. 2011, "Experience-driven procedural content generation", Affective Computing, IEEE Transactions on, vol. 2, no. 3, pp. 147-161.
Yannakakis, G.N. 2009, "Preference learning for affective modeling", IEEE, , pp. 1.
Yannakakis, G.N. & Hallam, J. 2004, "Evolving opponents for interesting interactive computer games", From animals to animats, vol. 8, pp. 499-508.
Yannakakis, G.N. & Togelius, J. "A Panorama of Artificial and Computational Intelligence in Games", .