Procedural Generation of Dungeons
暂无分享,去创建一个
Rafael Bidarra | Ricardo Lopes | Roland van der Linden | Rafael Bidarra | Ricardo Lopes | R. V. Linden
[1] Michael Mateas,et al. Rhythm-based level generation for 2D platformers , 2009, FDG.
[2] Kenneth O. Stanley,et al. Automatic Content Generation in the Galactic Arms Race Video Game , 2009, IEEE Transactions on Computational Intelligence and AI in Games.
[3] Ken Perlin,et al. An image synthesizer , 1988 .
[4] Julian Togelius,et al. Sentient Sketchbook: Computer-aided game level authoring , 2013, FDG.
[5] Michael Mendler,et al. Automatic Generation of Dungeons for Computer Games , 2002 .
[6] Julian Togelius,et al. Experience-Driven Procedural Content Generation , 2011, IEEE Transactions on Affective Computing.
[7] Daniel A. Ashlock,et al. Search-Based Procedural Generation of Maze-Like Levels , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[8] Ian Parberry,et al. From Artistry to Automation: A Structured Methodology for Procedural Content Creation , 2004, ICEC.
[9] R.A.M. Van der Linden,et al. Designing Procedurally Generated Levels , 2013, AI in the Game Design Process @ AIIDE.
[10] Rafael Bidarra,et al. Using gameplay semantics to procedurally generate player-matching game worlds , 2012, PCG@FDG.
[11] John Field,et al. Language and the mind , 1968 .
[12] Joris Dormans,et al. Adventures in level design: generating missions and spaces for action adventure games , 2010, PCGames@FDG.
[13] 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.
[14] Julian Togelius,et al. Cellular automata for real-time generation of infinite cave levels , 2010, PCGames@FDG.
[15] Joris Dormans,et al. Level design as model transformation: a strategy for automated content generation , 2011, PCGames '11.
[16] Michael Mateas,et al. Procedural level generation using occupancy-regulated extension , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.
[17] Gillian Smith,et al. PCG-based game design: enabling new play experiences through procedural content generation , 2011, PCGames '11.
[18] Joseph Alexander Brown,et al. Evolving dungeon crawler levels with relative placement , 2012, C3S2E '12.
[19] Daniel A. Ashlock,et al. Decomposing the level generation problem with tiles , 2011, 2011 IEEE Congress of Evolutionary Computation (CEC).
[20] Rafael Bidarra,et al. In Press: Ieee Transactions on Computational Intelligence and Ai in Games Adaptivity Challenges in Games and Simulations: a Survey , 2022 .
[21] Julian Togelius,et al. Compositional procedural content generation , 2012, PCG@FDG.
[22] Vladlen Koltun,et al. Computer-generated residential building layouts , 2010, SIGGRAPH 2010.
[23] Rafael Bidarra,et al. The role of semantics in games and simulations , 2008, CIE.
[24] Hartmut Ehrig,et al. Handbook of graph grammars and computing by graph transformation: vol. 3: concurrency, parallelism, and distribution , 1999 .
[25] Mark O. Riedl,et al. Toward supporting stories with procedurally generated game worlds , 2011, 2011 IEEE Conference on Computational Intelligence and Games (CIG'11).
[26] Luc Van Gool,et al. Procedural modeling of buildings , 2006, SIGGRAPH 2006.
[27] Rafael Bidarra,et al. Designing Semantic Game Worlds , 2012, PCG@FDG.
[28] Grzegorz Rozenberg,et al. Handbook of Graph Grammars and Computing by Graph Transformations, Volume 1: Foundations , 1997 .
[29] Rafael Bidarra,et al. A declarative approach to procedural modeling of virtual worlds , 2011, Comput. Graph..
[30] Ian Parberry,et al. Controlled Procedural Terrain Generation Using Software Agents , 2010, IEEE Transactions on Computational Intelligence and AI in Games.
[31] George Stiny,et al. Shape Grammars and the Generative Specification of Painting and Sculpture , 1971, IFIP Congress.