Designer modeling for Sentient Sketchbook
暂无分享,去创建一个
[1] Julian Togelius,et al. Experience-Driven Procedural Content Generation , 2011, IEEE Transactions on Affective Computing.
[2] Henry A. Kautz. A formal theory of plan recognition , 1987 .
[3] Julian Togelius,et al. Sentient Sketchbook: Computer-aided game level authoring , 2013, FDG.
[4] Daniel A. Ashlock,et al. Landscape automata for search based procedural content generation , 2013, 2013 IEEE Conference on Computational Inteligence in Games (CIG).
[5] Eyke Hllermeier,et al. Preference Learning , 2010 .
[6] Julian Togelius,et al. Enhancements to constrained novelty search: two-population novelty search for generating game content , 2013, GECCO '13.
[7] Julian Togelius,et al. Adaptive game level creation through rank-based interactive evolution , 2013, 2013 IEEE Conference on Computational Inteligence in Games (CIG).
[8] Diane J. Litman,et al. On the interaction between plan recognition and intelligent interfaces , 1992, User Modeling and User-Adapted Interaction.
[9] Hao-Chuan Wang,et al. Modeling Idea Generation Sequences Using Hidden Markov Models , 2008 .
[10] Julian Togelius,et al. Towards a Generic Method of Evaluating Game Levels , 2013, AIIDE.
[11] Steven Orla Kimbrough,et al. On a Feasible-Infeasible Two-Population (FI-2Pop) genetic algorithm for constrained optimization: Distance tracing and no free lunch , 2008, Eur. J. Oper. Res..
[12] Julian Togelius,et al. Modeling Player Experience for Content Creation , 2010, IEEE Transactions on Computational Intelligence and AI in Games.
[13] Julian Togelius,et al. Adapting Models of Visual Aesthetics for Personalized Content Creation , 2012, IEEE Transactions on Computational Intelligence and AI in Games.
[14] Julian Togelius,et al. Towards automatic personalised content creation for racing games , 2007, 2007 IEEE Symposium on Computational Intelligence and Games.
[15] Julian Togelius,et al. Search-Based Procedural Content Generation: A Taxonomy and Survey , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[16] Hideyuki Takagi,et al. Interactive evolutionary computation: fusion of the capabilities of EC optimization and human evaluation , 2001, Proc. IEEE.
[17] Julian Togelius,et al. Designer Modeling for Personalized Game Content Creation Tools , 2021, Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.
[18] Antonios Liapis,et al. Mixed-initiative co-creativity , 2014, FDG.
[19] Daniele Loiacono,et al. Player Modeling , 2013, Artificial and Computational Intelligence in Games.