Procedural generation of populations for storytelling
暂无分享,去创建一个
[1] Jichen Zhu,et al. Towards story-based content generation: From plot-points to maps , 2013, 2013 IEEE Conference on Computational Inteligence in Games (CIG).
[2] Samir Akkouche,et al. Simulating and modeling lichen growth , 2004, Comput. Graph. Forum.
[3] Michael Lebowitz,et al. Creating characters in a story-telling universe , 1984 .
[4] Jaime G. Carbonell,et al. Interactive drama, art and artificial intelligence , 2002 .
[5] Clark Verbrugge,et al. Analysis of ReGEN as a Graph-Rewriting System for Quest Generation , 2014, IEEE Transactions on Computational Intelligence and AI in Games.
[6] Marie-Paule Cani,et al. Procedural generation of villages on arbitrary terrains , 2012, The Visual Computer.
[7] Sander Bakkes,et al. Generating Missions and Spaces for Adaptable Play Experiences , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[8] Mark O. Riedl,et al. Toward supporting stories with procedurally generated game worlds , 2011, 2011 IEEE Conference on Computational Intelligence and Games (CIG'11).
[9] Michael Mateas,et al. Social Story Worlds With Comme il Faut , 2014, IEEE Transactions on Computational Intelligence and AI in Games.
[10] Rafael Bidarra,et al. Interactive Creation of Virtual Worlds Using Procedural Sketching , 2010, Eurographics.
[11] Daniel P. Huttenlocher,et al. Distance Transforms of Sampled Functions , 2012, Theory Comput..