Quantifying over play: Constraining undesirable solutions in puzzle design
暂无分享,去创建一个
[1] Michael Mateas,et al. Search-Based Drama Management in the Interactive Fiction Anchorhead , 2005, AIIDE.
[2] Martin Gebser,et al. Conflict-Driven Disjunctive Answer Set Solving , 2008, KR.
[3] 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.
[4] Julian Togelius,et al. Towards Automatic Personalized Content Generation for Platform Games , 2010, AIIDE.
[5] Daniel A. Ashlock,et al. Automatic generation of game elements via evolution , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.
[6] 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.
[7] Michael Mateas,et al. Answer Set Programming for Procedural Content Generation: A Design Space Approach , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[8] V. S. Costa,et al. Theory and Practice of Logic Programming , 2010 .
[9] Joshua Taylor,et al. Procedural Generation of Sokoban Levels , 2011 .
[10] Martin Gebser,et al. Complex optimization in answer set programming , 2011, Theory and Practice of Logic Programming.
[11] Michael Mateas,et al. Anza Island: Novel Gameplay Using ASP , 2012, PCG@FDG.
[12] Michael Mateas,et al. Mechanizing Exploratory Game Design , 2012 .
[13] Martin Gebser,et al. Answer Set Solving in Practice , 2012, Answer Set Solving in Practice.
[14] Zoran Popovic,et al. A case study of expressively constrainable level design automation tools for a puzzle game , 2012, FDG.