Show/Hide Menu
Hide/Show Apps
Logout
Türkçe
Türkçe
Search
Search
Login
Login
OpenMETU
OpenMETU
About
About
Open Science Policy
Open Science Policy
Open Access Guideline
Open Access Guideline
Postgraduate Thesis Guideline
Postgraduate Thesis Guideline
Communities & Collections
Communities & Collections
Help
Help
Frequently Asked Questions
Frequently Asked Questions
Guides
Guides
Thesis submission
Thesis submission
MS without thesis term project submission
MS without thesis term project submission
Publication submission with DOI
Publication submission with DOI
Publication submission
Publication submission
Supporting Information
Supporting Information
General Information
General Information
Copyright, Embargo and License
Copyright, Embargo and License
Contact us
Contact us
Automated Game Mechanics and Aesthetics Generation Using Neural Style Transfer in 2D Video Games
Date
2021-07-01
Author
Şen, Deniz
Küçükkaykı, Hasan Tahsin
Sürer, Elif
Metadata
Show full item record
This work is licensed under a
Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
.
Item Usage Stats
245
views
0
downloads
Cite This
URI
https://hdl.handle.net/11511/91136
Journal
JOURNAL OF INFORMATION TECHNOLOGIES
Collections
Graduate School of Informatics, Article
Suggestions
OpenMETU
Core
Automated building energy modeling for existing buildings using computer vision
Gürsel Dino, Ipek; Sarı, Alp Eren; Kalfaoğlu, Esat; Akın, Şahin; Işeri, Orçun Koral; Kalkan, Sinan; Alatan, Abdullah Aydin; Erdoğan, Bilge (null; 2019-09-20)
Automated Video Game Testing Using Synthetic and Human-Like Agents
Arıyürek, Sinan; Betin Can, Aysu; Sürer, Elif (2019-10-01)
We present a new methodology that employs tester agents to automate video game testing. We introduce two types of agents —synthetic and human-like. Our agents are derived from Sarsa and MCTS but focus on finding defects while traditional game-playing agents focus on maximizing game scores. The synthetic agent uses test goals generated from game scenarios, and these goals are further modified to examine the effects of unintended game transitions. The human-like agent uses test goals extracted by our proposed...
Automated Video Game Testing Using Synthetic and Human-Like Agents
Arıyürek, Sinan; Betin Can, Aysu; Sürer, Elif (2019-06-01)
In this paper, we present a new methodology that employs tester agents to automate video game testing. We introduce two types of agents -synthetic and human-like- and two distinct approaches to create them. Our agents are derived from Reinforcement Learning (RL) and Monte Carlo Tree Search (MCTS) agents, but focus on finding defects. The synthetic agent uses test goals generated from game scenarios, and these goals are further modified to examine the effects of unintended game transitions. The human-like ag...
Automated biological data acquisition and integration using machine learning techniques
Çarkacıoğlu, Levent; Atalay, Mehmet Volkan; Department of Computer Engineering (2009)
Since the initial genome sequencing projects along with the recent advances on technology, molecular biology and large scale transcriptome analysis result in data accumulation at a large scale. These data have been provided in different platforms and come from different laboratories therefore, there is a need for compilation and comprehensive analysis. In this thesis, we addressed the automatization of biological data acquisition and integration from these non-uniform data using machine learning techniques....
Automated Sizing of Truss Structures Using a Computationally Improved SOPT Algorithm
Hasançebi, Oğuzhan (2013-06-01)
The present study attempts to apply an efficient yet simple optimization (SOPT) algorithm to optimum design of truss structures under stress and displacement constraints. The computational efficiency of the technique is improved through avoiding unnecessary analyses during the course of optimization using the so-called upper bound strategy (UBS). The efficiency of the UBS integrated SOPT algorithm is evaluated through benchmark sizing optimization problems of truss structures and the numerical results are r...
Citation Formats
IEEE
ACM
APA
CHICAGO
MLA
BibTeX
D. Şen, H. T. Küçükkaykı, and E. Sürer, “Automated Game Mechanics and Aesthetics Generation Using Neural Style Transfer in 2D Video Games,”
JOURNAL OF INFORMATION TECHNOLOGIES
, pp. 1–14, 2021, Accessed: 00, 2021. [Online]. Available: https://hdl.handle.net/11511/91136.