Evolving levels for Super Mario Bros using grammatical evolution
暂无分享,去创建一个
Julian Togelius | Georgios N. Yannakakis | Miguel Nicolau | Noor Shaker | Michael O'Neill | J. Togelius | Miguel Nicolau | Noor Shaker | M. O’Neill
[1] Anthony Brabazon,et al. Shape grammars and grammatical evolution for evolutionary design , 2009, GECCO.
[2] Simon Colton,et al. Multi-faceted evolution of simple arcade games , 2011, 2011 IEEE Conference on Computational Intelligence and Games (CIG'11).
[3] Staffan Björk,et al. On the foundations of digital games , 2013, FDG.
[4] Vidroha Debroy,et al. Genetic Programming , 1998, Lecture Notes in Computer Science.
[5] Julian Togelius,et al. Digging Deeper into Platform Game Level Design: Session Size and Sequential Features , 2012, EvoApplications.
[6] Julian Togelius,et al. Evolving Interesting Maps for a First Person Shooter , 2011, EvoApplications.
[7] Julian Togelius,et al. Experience-Driven Procedural Content Generation , 2011, IEEE Transactions on Affective Computing.
[8] Michael Mateas,et al. Tanagra: a mixed-initiative level design tool , 2010, FDG.
[9] Daniele Loiacono,et al. Interactive evolution for the procedural generation of tracks in a high-end racing game , 2011, GECCO '11.
[10] Gregory S. Hornby,et al. The advantages of generative grammatical encodings for physical design , 2001, Proceedings of the 2001 Congress on Evolutionary Computation (IEEE Cat. No.01TH8546).
[11] Julian Togelius,et al. Feature analysis for modeling game content quality , 2011, 2011 IEEE Conference on Computational Intelligence and Games (CIG'11).
[12] Julian Togelius,et al. Towards multiobjective procedural map generation , 2010, PCGames@FDG.
[13] Anthony Brabazon,et al. GEVA: grammatical evolution in Java , 2008, SEVO.
[14] John R. Koza,et al. Genetic Programming II , 1992 .
[15] Conor Ryan,et al. Grammatical Evolution , 2001, Genetic Programming Series.
[16] Conor Ryan,et al. Grammatical evolution , 2007, GECCO '07.
[17] Michael Mateas,et al. Variations Forever: Flexibly generating rulesets from a sculptable design space of mini-games , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.
[18] Matthew J. Streeter,et al. Genetic Programming IV , 2003, Genetic Programming Series.
[19] Philippe Pasquier,et al. A Generic Approach to Challenge Modeling for the Procedural Creation of Video Game Levels , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[20] Julian Togelius,et al. An experiment in automatic game design , 2008, 2008 IEEE Symposium On Computational Intelligence and Games.
[21] Michael O'Neill,et al. Combining Structural Analysis and Multi-Objective Criteria for Evolutionary Architectural Design , 2011, EvoApplications.
[22] Julian Togelius,et al. Towards Automatic Personalized Content Generation for Platform Games , 2010, AIIDE.
[23] Julian Togelius,et al. Towards automatic personalised content creation for racing games , 2007, 2007 IEEE Symposium on Computational Intelligence and Games.
[24] Kenneth O. Stanley,et al. Evolving content in the Galactic Arms Race video game , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[25] Frédéric Maire,et al. Evolutionary Game Design , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[26] Julian Togelius,et al. Search-Based Procedural Content Generation , 2010, EvoApplications.
[27] Julian Togelius,et al. Super mario evolution , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[28] Rafael Bidarra. Proceedings of the 2010 Workshop on Procedural Content Generation in Games , 2010 .
[29] Gillian Smith,et al. Analyzing the expressive range of a level generator , 2010, PCGames@FDG.
[30] Michael O’Neill,et al. Solving Knapsack Problems with Attribute Grammars , 2004 .
[31] Miguel Arias Estrada,et al. Evolutionary Design by Computers , 2009 .
[32] Bin Ma,et al. The similarity metric , 2001, IEEE Transactions on Information Theory.
[33] Julian Togelius,et al. Modeling Player Experience for Content Creation , 2010, IEEE Transactions on Computational Intelligence and AI in Games.