暂无分享,去创建一个
Julian Togelius | Filip Skwarski | Christoph Salge | Rodrigo Canaan | Michael Cerny Green | Rafael Fritsch | Adrian Brightmoore | Shaofang Ye | Changxing Cao
[1] Simon Colton,et al. Computational Creativity: The Final Frontier? , 2012, ECAI.
[2] Julian Togelius,et al. Generative design in minecraft (GDMC): settlement generation competition , 2018, FDG.
[3] Nils J. Nilsson,et al. A Formal Basis for the Heuristic Determination of Minimum Cost Paths , 1968, IEEE Trans. Syst. Sci. Cybern..
[4] Ross A. Knepper,et al. Design Mining for Minecraft Architecture , 2018, AIIDE.
[5] Julian Togelius,et al. How to Run a Successful Game-Based AI Competition , 2016, IEEE Transactions on Computational Intelligence and AI in Games.
[6] George Kelly kellygp. Citygen : An Interactive System for Procedural City Generation , 2007 .
[7] Julian Togelius,et al. Procedural Content Generation in Games , 2016, Computational Synthesis and Creative Systems.
[8] Julian Togelius,et al. Organic building generation in minecraft , 2019, FDG.
[9] Ian Parberry,et al. Controlled Procedural Terrain Generation Using Software Agents , 2010, IEEE Transactions on Computational Intelligence and AI in Games.
[10] Julian Togelius,et al. The 2017 AIBIRDS Level Generation Competition , 2019, IEEE Transactions on Games.
[11] Julian Togelius,et al. The 2010 Mario AI Championship: Level Generation Track , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[12] Gillian Smith,et al. Analyzing the expressive range of a level generator , 2010, PCGames@FDG.
[13] Julian Togelius,et al. Generative Design in Minecraft: Chronicle Challenge , 2019, ICCC.
[14] Julian Togelius,et al. Towards multiobjective procedural map generation , 2010, PCGames@FDG.
[15] Julian Togelius,et al. Data-driven Design: A Case for Maximalist Game Design , 2018, ICCC.
[16] Julian Togelius,et al. Creativity Facet Orchestration : the Whys and the Hows , 2018 .
[17] Michael Mateas,et al. Mechanizing Exploratory Game Design , 2012 .
[18] Pascal Müller,et al. Procedural modeling of cities , 2001, SIGGRAPH.
[19] Pablo Gervás. Deconstructing Computer Poets: Making Selected Processes Available as Services , 2017, Comput. Intell..
[20] Luc Van Gool,et al. Procedural modeling of buildings , 2006, SIGGRAPH 2006.
[21] Tanya X. Short,et al. Procedural Generation in Game Design , 2017 .
[22] Julian Togelius,et al. Search-Based Procedural Content Generation: A Taxonomy and Survey , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[23] Jon Louis Bentley,et al. Multidimensional binary search trees used for associative searching , 1975, CACM.
[24] Julian Togelius,et al. General Video Game Level Generation , 2016, GECCO.
[25] K. Pearson. VII. Note on regression and inheritance in the case of two parents , 1895, Proceedings of the Royal Society of London.
[26] Julian Togelius,et al. Balanced civilization map generation based on Open Data , 2015, 2015 IEEE Congress on Evolutionary Computation (CEC).
[27] Julian Togelius,et al. Computational Game Creativity , 2014, ICCC.
[28] Hao Lü,et al. Analysis of social gameplay macros in the Foldit cookbook , 2011, FDG.
[29] R. Fordyce,et al. Dwarf Fortress , 2015, Games Cult..
[30] Rafael Bidarra,et al. A Survey on Story Generation Techniques for Authoring Computational Narratives , 2017, IEEE Transactions on Computational Intelligence and AI in Games.
[31] Rafael Bidarra,et al. Procedural City Layout Generation Based on Urban Land Use Models , 2009, Eurographics.