Organic building generation in minecraft
暂无分享,去创建一个
[1] Biao Li,et al. Evolutionary approach for spatial architecture layout design enhanced by an agent-based topology finding system , 2017 .
[2] Michael Mateas,et al. Procedural Level Design for Platform Games , 2006, AIIDE.
[3] George Kelly kellygp. Citygen : An Interactive System for Procedural City Generation , 2007 .
[4] Julian Togelius,et al. DATA agent , 2018, FDG.
[5] Jess Martin,et al. Procedural House Generation : A method for dynamically generating floor plans , 2006 .
[6] Julian Togelius,et al. Search-Based Procedural Content Generation: A Taxonomy and Survey , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[7] Jonathan P. Rowe,et al. STORYEVAL: An Empirical Evaluation Framework for Narrative Generation , 2009, AAAI Spring Symposium: Intelligent Narrative Technologies II.
[8] Michael Wimmer,et al. Instant architecture , 2003, ACM Trans. Graph..
[9] Julian Togelius,et al. General video game rule generation , 2017, 2017 IEEE Conference on Computational Intelligence and Games (CIG).
[10] Julian Togelius,et al. Intentional computational level design , 2019, GECCO.
[11] Rafael Bidarra,et al. Rule-based layout solving and its application to procedural interior generation , 2009 .
[12] Julian Togelius,et al. "Press Space to Fire": Automatic Video Game Tutorial Generation , 2017, AIIDE Workshops.
[13] Prosenjit Bose,et al. Persistent realtime building interior generation , 2006, Sandbox '06.
[14] Rafael Bidarra,et al. A Constrained Growth Method for Procedural Floor Plan Generation , 2010 .
[15] Xiaobo Yu,et al. Template-based generation of road networks for virtual city modeling , 2002, VRST '02.
[16] Julian Togelius,et al. Automatic generation and analysis of physics-based puzzle games , 2013, 2013 IEEE Conference on Computational Inteligence in Games (CIG).
[17] Hugh McCabe,et al. A Survey of Procedural Techniques for City Generation , 2006 .
[18] Nigel Stewart,et al. Beyond the Horizon: Computer-generated, Three-dimensional, Infinite Virtual Worlds without Repetition in Real-time , 2004 .
[19] Stefan Greuter,et al. Undiscovered Worlds - Towards a Framework for Real-Time Procedural World Generation , 2003 .
[20] Andrew Rau-Chaplin,et al. The LaHave House Project: Towards an Automated Architectural Design Service , 2008 .
[21] Julian Togelius,et al. Generating levels that teach mechanics , 2018, FDG.
[22] Julian Togelius,et al. Procedural Content Generation in Games , 2016, Computational Synthesis and Creative Systems.
[23] Stefan Greuter,et al. Real-time procedural generation of `pseudo infinite' cities , 2003, GRAPHITE '03.
[24] Julian Togelius,et al. General Video Game Level Generation , 2016, GECCO.
[25] Ahmed Khalifa,et al. Automatic Puzzle Level Generation: A General Approach using a Description Language , 2015 .
[26] Julian Togelius,et al. Generative design in minecraft (GDMC): settlement generation competition , 2018, FDG.
[27] Fernando Marson,et al. Procedural floor plan generation from building sketches , 2015, The Visual Computer.
[28] Pascal Müller,et al. Procedural modeling of cities , 2001, SIGGRAPH.
[29] Julian Togelius,et al. AtDELFI: automatically designing legible, full instructions for games , 2018, FDG.
[30] Uri Wilensky,et al. Procedural City Modeling , 2003 .