Talakat: bullet hell generation through constrained map-elites
暂无分享,去创建一个
Julian Togelius | Ahmed Khalifa | Andy Nealen | Scott Lee | J. Togelius | A. Khalifa | Andy Nealen | Scott Lee
[1] Adam Finkelstein,et al. Simulating strategy and dexterity for puzzle games , 2017, 2017 IEEE Conference on Computational Intelligence and Games (CIG).
[2] Tom Schaul,et al. A video game description language for model-based or interactive learning , 2013, 2013 IEEE Conference on Computational Inteligence in Games (CIG).
[3] Nathan Collman,et al. MAKU: A Code Generator for Bullet Hell Games , 2014 .
[4] 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.
[5] Noah Wardrip-Fruin,et al. Polymorph: dynamic difficulty adjustment through level generation , 2010, PCGames@FDG.
[6] Julian Togelius,et al. Exploring Game Space of Minimal Action Games via Parameter Tuning and Survival Analysis , 2018, IEEE Transactions on Games.
[7] Julian Togelius,et al. Designer Modeling for Personalized Game Content Creation Tools , 2021, Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.
[8] Julian Togelius,et al. Sentient Sketchbook: Computer-aided game level authoring , 2013, FDG.
[9] Jean-Baptiste Mouret,et al. Illuminating search spaces by mapping elites , 2015, ArXiv.
[10] Julian Togelius,et al. AI-based playtesting of contemporary board games , 2017, FDG.
[11] Conor Ryan,et al. Grammatical evolution , 2007, GECCO '07.
[12] Julian Togelius,et al. Towards a Video Game Description Language , 2013, Artificial and Computational Intelligence in Games.
[13] Conor Ryan,et al. Grammatical Evolution , 2001, Genetic Programming Series.
[14] Julian Togelius,et al. Procedural Content Generation in Games , 2016, Computational Synthesis and Creative Systems.
[15] Julian Togelius,et al. Towards generating arcade game rules with VGDL , 2015, 2015 IEEE Conference on Computational Intelligence and Games (CIG).
[16] Nils J. Nilsson,et al. A Formal Basis for the Heuristic Determination of Minimum Cost Paths , 1968, IEEE Trans. Syst. Sci. Cybern..
[17] Julian Togelius,et al. General Video Game Level Generation , 2016, GECCO.
[18] Julian Togelius,et al. Evolving levels for Super Mario Bros using grammatical evolution , 2012, 2012 IEEE Conference on Computational Intelligence and Games (CIG).
[19] Santiago Ontañón,et al. Experiments in map generation using Markov chains , 2014, FDG.
[20] Julian Togelius,et al. Towards a Generic Method of Evaluating Game Levels , 2013, AIIDE.
[21] Kenneth O. Stanley,et al. Evolving content in the Galactic Arms Race video game , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[22] Frédéric Maire,et al. Evolutionary Game Design , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[23] 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..
[24] Kate Compton,et al. Tracery: Approachable Story Grammar Authoring for Casual Users , 2014 .
[25] Julian Togelius,et al. AI as Evaluator: Search Driven Playtesting of Modern Board Games , 2017, AAAI Workshops.