An Empirical Evaluation of Evaluation Metrics of Procedurally Generated Mario Levels
暂无分享,去创建一个
Levi Lelis | Willian M. P. Reis | Julian R. H. Mariño | Levi H. S. Lelis | Julian R. H. Mariño | W. M. P. Reis
[1] Michael Mateas,et al. Launchpad: A Rhythm-Based Level Generator for 2-D Platformers , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[2] Julian Togelius,et al. A comparative evaluation of procedural level generators in the Mario AI framework , 2014, FDG.
[3] Julian Togelius,et al. Linear levels through n-grams , 2014, MindTrek.
[4] Shimon Whiteson,et al. Challenge balancing for personalised game spaces , 2014, 2014 IEEE Games Media Entertainment.
[5] Julian Togelius,et al. Procedural Content Generation Using Patterns as Objectives , 2014, EvoApplications.
[6] Julian Togelius,et al. Digging Deeper into Platform Game Level Design: Session Size and Sequential Features , 2012, EvoApplications.
[7] Bin Ma,et al. The similarity metric , 2001, IEEE Transactions on Information Theory.
[8] Gillian Smith,et al. Analyzing the expressive range of a level generator , 2010, PCGames@FDG.
[9] Julian Togelius,et al. A procedural procedural level generator generator , 2012, 2012 IEEE Conference on Computational Intelligence and Games (CIG).
[10] Julian Togelius,et al. The Mario AI Championship 2009-2012 , 2013, AI Mag..
[11] Michael Mateas,et al. Procedural Level Design for Platform Games , 2006, AIIDE.
[12] Julian Togelius,et al. Modeling player experience in Super Mario Bros , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[13] Julian Togelius,et al. Towards Automatic Personalized Content Generation for Platform Games , 2010, AIIDE.
[14] R. Yerkes,et al. The relation of strength of stimulus to rapidity of habit‐formation , 1908 .
[15] Michael Mateas,et al. Tanagra: a mixed-initiative level design tool , 2010, FDG.
[16] Julian Togelius,et al. Search-Based Procedural Content Generation: A Taxonomy and Survey , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[17] Alessandro Canossa,et al. Towards a Procedural Evaluation Technique: Metrics for Level Design , 2015, FDG.
[18] Julian Togelius,et al. Feature analysis for modeling game content quality , 2011, 2011 IEEE Conference on Computational Intelligence and Games (CIG'11).
[19] Julian Togelius,et al. Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution , 2012, AIIDE.
[20] Mark Claypool,et al. Relating cognitive models of computer games to user evaluations of entertainment , 2009, FDG.
[21] Noor Shaker,et al. Alone We Can Do So Little, Together We Can Do So Much: A Combinatorial Approach for Generating Game Content , 2014, AIIDE.
[22] Philippe Pasquier,et al. A Generic Approach to Challenge Modeling for the Procedural Creation of Video Game Levels , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[23] Michael Mateas,et al. Procedural level generation using occupancy-regulated extension , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.
[24] Julian Togelius,et al. A multi-level level generator , 2014, 2014 IEEE Conference on Computational Intelligence and Games.
[25] Gillian Smith,et al. A framework for analysis of 2D platformer levels , 2008, Sandbox '08.
[26] Noor Shaker,et al. Towards Understanding the Nonverbal Signatures of Engagement in Super Mario Bros , 2014, UMAP.
[27] Chek Tien Tan,et al. Inferring Player Experiences Using Facial Expressions Analysis , 2014, IE.
[28] Julian Togelius,et al. Evolving levels for Super Mario Bros using grammatical evolution , 2012, 2012 IEEE Conference on Computational Intelligence and Games (CIG).
[29] Julian Togelius,et al. Crowdsourcing the Aesthetics of Platform Games , 2013, IEEE Transactions on Computational Intelligence and AI in Games.
[30] Julian Togelius,et al. Patterns as Objectives for Level Generation , 2013 .
[31] Ya'akov Gal,et al. Human computation for procedural content generation in platform games , 2015, 2015 IEEE Conference on Computational Intelligence and Games (CIG).