Evolving dungeon crawler levels with relative placement
暂无分享,去创建一个
[1] Daniel A. Ashlock,et al. Simultaneous Dual Level Creation for Games , 2011, IEEE Computational Intelligence Magazine.
[2] Daniel A. Ashlock,et al. Search-Based Procedural Generation of Maze-Like Levels , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[3] John R. Koza,et al. Genetic programming - on the programming of computers by means of natural selection , 1993, Complex adaptive systems.
[4] Pascal Müller,et al. Procedural modeling of cities , 2001, SIGGRAPH.
[5] Simon Colton,et al. Multi-faceted evolution of simple arcade games , 2011, 2011 IEEE Conference on Computational Intelligence and Games (CIG'11).
[6] Daniel A. Ashlock,et al. Incorporating required structure into tiles , 2011, 2011 IEEE Conference on Computational Intelligence and Games (CIG'11).
[7] Julian Togelius,et al. Cellular automata for real-time generation of infinite cave levels , 2010, PCGames@FDG.
[8] Daniel A. Ashlock,et al. Automatic generation of game elements via evolution , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.
[9] Luc Van Gool,et al. Procedural modeling of buildings , 2006, SIGGRAPH 2006.
[10] Brian J. Ross,et al. Automatic evolution of conceptual building architectures , 2011, 2011 IEEE Congress of Evolutionary Computation (CEC).
[11] Daniel A. Ashlock,et al. Decomposing the level generation problem with tiles , 2011, 2011 IEEE Congress of Evolutionary Computation (CEC).