Synthesizing interpretable strategies for solving puzzle games
暂无分享,去创建一个
Emina Torlak | Zoran Popovic | Eric Butler | Z. Popovic | Eric Butler | E. Torlak | Zoran Popovic | Emina Torlak
[1] M. Gick. Problem-solving strategies , 1986 .
[2] N. Ueda,et al. NP-completeness Results for NONOGRAM via Parsimonious Reductions , 1996 .
[3] Jonathan Orwant,et al. EGGG: Automated programming for game generation , 2000, IBM Syst. J..
[4] J. Bransford. How people learn , 2000 .
[5] Sanjit A. Seshia,et al. Combinatorial sketching for finite programs , 2006, ASPLOS XII.
[6] Michael Mateas,et al. Defining Operational Logics , 2009, DiGRA Conference.
[7] Sumit Gulwani,et al. Dimensions in program synthesis , 2010, Formal Methods in Computer Aided Design.
[8] Michael Mateas,et al. LUDOCORE: A logical game engine for modeling videogames , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.
[9] Frédéric Maire,et al. Evolutionary Game Design , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[10] Michael Mateas,et al. Answer Set Programming for Procedural Content Generation: A Design Space Approach , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[11] Sumit Gulwani,et al. Synthesizing geometry constructions , 2011, PLDI '11.
[12] Julian Togelius,et al. Search-Based Procedural Content Generation: A Taxonomy and Survey , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[13] Mark J. Nelson. Game Metrics Without Players: Strategies for Understanding Game Artifacts , 2011, Artificial Intelligence in the Game Design Process.
[14] Kees Joost Batenburg,et al. On the Difficulty of Nonograms , 2012, J. Int. Comput. Games Assoc..
[15] Zoran Popovic,et al. Evaluating Competitive Game Balance with Restricted Play , 2012, AIIDE.
[16] Song-Chun Zhu,et al. Learning AND-OR Templates for Object Recognition and Detection , 2013, IEEE Transactions on Pattern Analysis and Machine Intelligence.
[17] Tom Schaul,et al. A video game description language for model-based or interactive learning , 2013, 2013 IEEE Conference on Computational Inteligence in Games (CIG).
[18] Cameron Browne. Deductive search for logic puzzles , 2013, 2013 IEEE Conference on Computational Inteligence in Games (CIG).
[19] Sumit Gulwani,et al. A trace-based framework for analyzing and synthesizing educational progressions , 2013, CHI.
[20] Sumit Gulwani,et al. Automated feedback generation for introductory programming assignments , 2012, ACM-SIGPLAN Symposium on Programming Language Design and Implementation.
[21] Michael Mateas,et al. Modular Computational Critics for Games , 2013, AIIDE.
[22] Emina Torlak,et al. A lightweight symbolic virtual machine for solver-aided host languages , 2014, PLDI.
[23] Sumit Gulwani,et al. Automatic Game Progression Design through Analysis of Solution Features , 2015, CHI.
[24] Mark O. Riedl,et al. Monte-Carlo Tree Search for Simulation-based Play Strategy Analysis , 2015, FDG.
[25] Sumit Gulwani,et al. FlashMeta: a framework for inductive program synthesis , 2015, OOPSLA.
[26] Chris Martens. Ceptre: A Language for Modeling Generative Interactive Systems , 2015, AIIDE.
[27] Jure Leskovec,et al. Interpretable Decision Sets: A Joint Framework for Description and Prediction , 2016, KDD.
[28] Emina Torlak,et al. A Framework for Parameterized Design of Rule Systems Applied to Algebra , 2016, ITS.
[29] Julian Togelius,et al. General Video Game AI: Competition, Challenges and Opportunities , 2016, AAAI.
[30] Trevor Darrell,et al. Generating Visual Explanations , 2016, ECCV.
[31] Mark O. Riedl,et al. Monte-Carlo Tree Search for Simulation-based Strategy Analysis , 2019, ArXiv.