PCG-based game design: creating Endless Web
暂无分享,去创建一个
[1] Luc Van Gool,et al. Procedural modeling of buildings , 2006, ACM Trans. Graph..
[2] Kenneth O. Stanley,et al. Automatic Content Generation in the Galactic Arms Race Video Game , 2009, IEEE Transactions on Computational Intelligence and AI in Games.
[3] Rafael Bidarra,et al. Integrating procedural generation and manual editing of virtual worlds , 2010, PCGames@FDG.
[4] Noah Wardrip-Fruin,et al. Expressive Processing: Digital Fictions, Computer Games, and Software Studies , 2009 .
[5] Kevin Waugh,et al. ScriptEase: A generative/adaptive programming paradigm for game scripting , 2007, Sci. Comput. Program..
[6] Noah Wardrip-Fruin. The Tale-Spin Effect , 2009 .
[7] Robert Zubek,et al. MDA : A Formal Approach to Game Design and Game Research , 2004 .
[8] Matthew O. Ward,et al. Interactive data visualization , 2010 .
[9] Gillian Smith,et al. Analyzing the expressive range of a level generator , 2010, PCGames@FDG.
[10] Michael Nitsche,et al. The Quest in a Generated World , 2007, DiGRA Conference.
[11] Michael Mateas,et al. Launchpad: A Rhythm-Based Level Generator for 2-D Platformers , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[12] Matt Brown,et al. Invited talk , 2007 .
[13] Gillian Smith,et al. PCG-based game design: enabling new play experiences through procedural content generation , 2011, PCGames '11.
[14] Julian Togelius,et al. SpeedRock: procedural rocks through grammars and evolution , 2011, PCGames '11.
[15] Mirjam Palosaari Eladhari,et al. AI-Based Game Design : Enabling New Playable Experiences , 2011 .