References
- Sorenson, N. and Pasquier, P., "Towards a generic framework for automated video game level creation", In Applications of Evolutionary Computation, pp. 131-140, 2010.
- Sorenson, N. and Pasquier, P., "The evolution of fun: Automatic level design through challenge modeling", In Proceedings of the First International Conference on Computational Creativity, pp. 258-267, 2010.
- Sorenson, N., Pasquier, P. and DiPaola, S., "A generic approach to challenge modeling for the procedural creation of video game levels", IEEE Transactions on Computational Intelligence and AI in Games, v.3, no.3, pp. 229-244. 2011. https://doi.org/10.1109/TCIAIG.2011.2161310
- Browne, C. and Maire, F., "Evolutionary game design", IEEE Transactions on Computational Intelligence and AI in Games, v.2, no.1, pp. 1-16. 2010. https://doi.org/10.1109/TCIAIG.2010.2044611
- Liapis, A., Yannakakis, G. N. and Togelius, J., "Towards a Generic Method of Evaluating Game Levels", In AIIDE, 2013.
- Miyamoto, S., Yamauchi, H. and Tezuka, T., "Super Mario Bros", Nintendo, 1987.
- Dechter, R. and Pearl, J., "Generalized best-first search strategies and the optimality of A*", Journal of the ACM (JACM), v.32, no.3, pp. 505-536, 1985. https://doi.org/10.1145/3828.3830
- Koenig, S. and Likhachev, M., "Improved fast replanning for robot navigation in unknown terrain", In Proceedings of the IEEE International Conference on Robotics and Automation (ICRA'02), v. 1, pp. 968-975, 2002.
- Koenig, S. and Likhachev, M., "Incremental A*", In NIPS, pp. 1539-1546, 2001.
- Likhachev, M., Ferguson, D. I., Gordon, G. J., Stentz, A. and Thrun, S., "Anytime Dynamic A*: An Anytime, Replanning Algorithm", In ICAPS, pp. 262-271, 2005.
- Likhachev, M., Gordon, G. J. and Thrun, S., "ARA*: Anytime A* with provable bounds on sub-optimality", In Advances in Neural Information Processing Systems, 2003.
- Bjornsson, Y. and Halldorsson, K., "Improved Heuristics for Optimal Path-finding on Game Maps", In AIIDE, pp. 9-14, 2006.
- Oh-Ik Kwon and Teag-Keun Whangbo, "A Dynamic Path-Finding Method Avoiding Moving Obstacles in 3D Game Environment", Journal of Korea Game Society, v.6, no.3, pp.3-12, 2006.
- John Olsen, "Attraction and Repulsors", Microsoft, Game Programming Gems, Charles River Media, 2004.
- Sung Hyun Cho, "A Pathfinding Algorithm Using Path Information", Journal of Korea Game Society, v.13, no.1, pp.31-40, 2013. https://doi.org/10.7583/JKGS.2013.13.1.31
- Togelius, J., Karakovskiy, S. and Baumgarten, R., "The 2009 mario ai competition", In Evolutionary Computation (CEC), pp. 1-8, 2010.