Generating levels that teach mechanics
暂无分享,去创建一个
Julian Togelius | Ahmed Khalifa | Andy Nealen | Gabriella A. B. Barros | Michael Cerny Green | J. Togelius | A. Khalifa | Andy Nealen | M. Green
[1] Simon Colton,et al. Mechanic Miner: Reflection-Driven Game Mechanic Discovery and Level Design , 2013, EvoApplications.
[2] Julian Togelius,et al. Towards a Video Game Description Language , 2013, Artificial and Computational Intelligence in Games.
[3] Michael Mateas,et al. Automatic mapping of NES games with mappy , 2017, FDG.
[4] Anna Anthropy,et al. A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design , 2014 .
[5] Julian Togelius,et al. AtDELFI: automatically designing legible, full instructions for games , 2018, FDG.
[6] Julian Togelius,et al. Artificial Intelligence and Games , 2018, Springer International Publishing.
[7] 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..
[8] Michael Mateas,et al. Launchpad: A Rhythm-Based Level Generator for 2-D Platformers , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[9] Julian Togelius,et al. A comparative evaluation of procedural level generators in the Mario AI framework , 2014, FDG.
[10] Daniel A. Ashlock,et al. Decomposing the level generation problem with tiles , 2011, 2011 IEEE Congress of Evolutionary Computation (CEC).
[11] George W. Fitzmaurice,et al. TutorialPlan: Automated Tutorial Generation from CAD Drawings , 2013, IJCAI.
[12] Philippe Pasquier,et al. Towards a Generic Framework for Automated Video Game Level Creation , 2010, EvoApplications.
[13] Daniel A. Ashlock,et al. Search-Based Procedural Generation of Maze-Like Levels , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[14] Ahmed Khalifa,et al. Automatic Puzzle Level Generation: A General Approach using a Description Language , 2015 .
[15] Chris Martens,et al. Deriving quests from open world mechanics , 2017, FDG.
[16] Julian Togelius,et al. The search-based approach , 2016 .
[17] Daniel A. Ashlock. Evolvable fashion-based cellular automata for generating cavern systems , 2015, 2015 IEEE Conference on Computational Intelligence and Games (CIG).
[18] Julian Togelius,et al. Depth in Strategic Games , 2017, AAAI Workshops.
[19] Zoran Popovic,et al. A case study of expressively constrainable level design automation tools for a puzzle game , 2012, FDG.
[20] Julian Togelius,et al. Talakat: bullet hell generation through constrained map-elites , 2018, GECCO.
[21] Julian Togelius,et al. Patterns as Objectives for Level Generation , 2013 .
[22] Julian Togelius,et al. The Mario AI Benchmark and Competitions , 2012, IEEE Transactions on Computational Intelligence and AI in Games.
[23] Julian Togelius,et al. Feature analysis for modeling game content quality , 2011, 2011 IEEE Conference on Computational Intelligence and Games (CIG'11).
[24] Chris Martens,et al. From Mechanics to Meaning , 2019, IEEE Transactions on Games.
[25] Santiago Ontañón,et al. The VGLC: The Video Game Level Corpus , 2016, ArXiv.
[26] Julian Togelius,et al. Generating beginner heuristics for simple texas hold'em , 2018, GECCO.
[27] Michael Mateas,et al. Game-O-Matic: Generating Videogames that Represent Ideas , 2012, PCG@FDG.
[28] Julian Togelius,et al. General Video Game Level Generation , 2016, GECCO.
[29] Julian Togelius,et al. The Mario AI Championship 2009-2012 , 2013, AI Mag..
[30] Julian Togelius,et al. Generating heuristics for novice players , 2016, 2016 IEEE Conference on Computational Intelligence and Games (CIG).
[31] Julian Togelius,et al. Generating Novice Heuristics for Post-Flop Poker , 2018, 2018 IEEE Conference on Computational Intelligence and Games (CIG).
[32] Julian Togelius,et al. The 2010 Mario AI Championship: Level Generation Track , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[33] Julian Togelius,et al. The 2009 Mario AI Competition , 2010, IEEE Congress on Evolutionary Computation.
[34] Julian Togelius,et al. "Press Space to Fire": Automatic Video Game Tutorial Generation , 2017, AIIDE Workshops.
[35] Daniel A. Ashlock,et al. Automatic generation of game elements via evolution , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.