Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design
暂无分享,去创建一个
Michael Mateas | Gillian Smith | E. James Whitehead | M. Mateas | J. Whitehead | Gillian Smith | E. Whitehead | Michael Mateas
[1] Nicholas Negroponte,et al. Soft Architecture Machines , 1976 .
[2] Bryan Lawson,et al. Computers, words and pictures , 1997 .
[3] Andrew Stern,et al. A Behavior Language for Story-Based Believable Agents , 2002, IEEE Intell. Syst..
[4] Ben Shneiderman,et al. Design Principles for Tools to Support Creative Thinking , 2005 .
[5] Todd Lubart,et al. How can computers be partners in the creative process: Classification and commentary on the Special Issue , 2005, Int. J. Hum. Comput. Stud..
[6] Michael Nitsche. Designing Procedural Game Spaces : A Case Study , 2006 .
[7] Luc Van Gool,et al. Procedural modeling of buildings , 2006, SIGGRAPH 2006.
[8] R. Robertson. Civilization , 2006 .
[9] Michael Mateas,et al. Procedural Level Design for Platform Games , 2006, AIIDE.
[10] Julian Togelius,et al. Towards automatic personalised content creation for racing games , 2007, 2007 IEEE Symposium on Computational Intelligence and Games.
[11] Xavier Lorca,et al. Choco: an Open Source Java Constraint Programming Library , 2008 .
[12] Jeannie Novak,et al. Game Development Essentials: Game Level Design , 2008 .
[13] Gillian Smith,et al. A framework for analysis of 2D platformer levels , 2008, Sandbox '08.
[14] Rafael Bidarra,et al. Using Semantics to Improve the Design of Game Worlds , 2009, AIIDE.
[15] Chris Satchell. Evolution of the medium: positioning for the future of gaming , 2009, FDG.
[16] Damian A. Isla. Next-gen content creation for next-gen AI , 2009, FDG.
[17] Michael Mateas,et al. Scenario generation for emergency rescue training games , 2009, FDG.
[18] 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.
[19] Michael Mateas,et al. Rhythm-based level generation for 2D platformers , 2009, FDG.
[20] Gillian Smith,et al. Analyzing the expressive range of a level generator , 2010, PCGames@FDG.
[21] Julian Togelius,et al. Towards multiobjective procedural map generation , 2010, PCGames@FDG.
[22] Julian Togelius,et al. Towards Automatic Personalized Content Generation for Platform Games , 2010, AIIDE.
[23] Rafael Bidarra,et al. Integrating procedural generation and manual editing of virtual worlds , 2010, PCGames@FDG.
[24] Gillian Smith,et al. Polymorph: A Model for Dynamic Level Generation , 2010, AIIDE.
[25] Arnav Jhala,et al. Reactive planning idioms for multi-scale game AI , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.
[26] E. James Whitehead,et al. Design patterns in FPS levels , 2010, FDG.
[27] Diablo , 2011 .
[28] Sonic The Hedgehog 2 , 2013 .