暂无分享,去创建一个
Julian Togelius | Hejia Zhang | Amy K. Hoover | Stefanos Nikolaidis | Bistra Dilkina | Matthew C. Fontaine | J. Togelius | S. Nikolaidis | B. Dilkina | Hejia Zhang
[1] Peter Norvig,et al. Artificial Intelligence: A Modern Approach , 1995 .
[2] Nikolaus Hansen,et al. Completely Derandomized Self-Adaptation in Evolution Strategies , 2001, Evolutionary Computation.
[3] Andrew V. Goldberg,et al. Efficient maximum flow algorithms , 2014, CACM.
[4] Léon Bottou,et al. Wasserstein Generative Adversarial Networks , 2017, ICML.
[5] Milind Tambe,et al. MIPaaL: Mixed Integer Program as a Layer , 2019, AAAI.
[6] Priya L. Donti,et al. SATNet: Bridging deep learning and logical reasoning using a differentiable satisfiability solver , 2019, ICML.
[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] Simon M. Lucas,et al. Evolving mario levels in the latent space of a deep convolutional generative adversarial network , 2018, GECCO.
[9] Santiago Ontañón,et al. Player movement models for platformer game level generation , 2017, IJCAI 2017.
[10] Nikolaus Hansen,et al. The CMA Evolution Strategy: A Tutorial , 2016, ArXiv.
[11] Julian Togelius,et al. Bootstrapping Conditional GANs for Video Game Level Generation , 2019, 2020 IEEE Conference on Games (CoG).
[12] Milind Tambe,et al. Melding the Data-Decisions Pipeline: Decision-Focused Learning for Combinatorial Optimization , 2018, AAAI.
[13] Julian Togelius,et al. General Video Game AI: Competition, Challenges and Opportunities , 2016, AAAI.
[14] Michael Mateas,et al. Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[15] Julian Togelius,et al. DeepMasterPrints: Generating MasterPrints for Dictionary Attacks via Latent Variable Evolution* , 2017, 2018 IEEE 9th International Conference on Biometrics Theory, Applications and Systems (BTAS).
[16] Philippe Pasquier,et al. Towards a Generic Framework for Automated Video Game Level Creation , 2010, EvoApplications.
[17] Edoardo Giacomello,et al. DOOM Level Generation Using Generative Adversarial Networks , 2018, 2018 IEEE Games, Entertainment, Media Conference (GEM).
[18] Ian Horswill,et al. Fast Procedural Level Population with Playability Constraints , 2012, AIIDE.
[19] 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.
[20] J. Zico Kolter,et al. OptNet: Differentiable Optimization as a Layer in Neural Networks , 2017, ICML.
[21] Adam M. Smith,et al. Addressing the fundamental tension of PCGML with discriminative learning , 2018, FDG.
[22] Julian Togelius,et al. Procedural Content Generation via Machine Learning (PCGML) , 2017, IEEE Transactions on Games.
[23] Julian Togelius,et al. General Video Game AI: A Multitrack Framework for Evaluating Agents, Games, and Content Generation Algorithms , 2018, IEEE Transactions on Games.
[24] Julian Togelius,et al. Constrained Novelty Search: A Study on Game Content Generation , 2015, Evolutionary Computation.
[25] Simon M. Lucas,et al. Tile pattern KL-divergence for analysing and evolving game levels , 2019, GECCO.
[26] Adam M. Smith,et al. WaveFunctionCollapse is constraint solving in the wild , 2017, FDG.
[27] Simon M. Lucas,et al. The 2016 Two-Player GVGAI Competition , 2018, IEEE Transactions on Games.
[28] Julian Togelius,et al. Talakat: bullet hell generation through constrained map-elites , 2018, GECCO.