1 |
Young-Ha Kim, "Making plausible random generated content", NDC2010.
|
2 |
Jubok-Kim "Procedural Terrain and the Raiders Of The Trend", NDC2011,
|
3 |
R.M. Smelik, T. Tutenel, K.J. de Kraker, R. Bidarra, "A declarative approach to procedural modeling of virtual worlds", Computers & Graphics 35, 352-363, 2011.
DOI
|
4 |
Nathan Sorenson, Philippe Pasquier, and Steve DiPaola, "A Generic Approach to Challenge Modeling for the Procedural Creation of Video Game Levels", IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 3, NO. 3, 229-244, SEPTEMBER 2011
DOI
|
5 |
Joris Dormans , "Adventures in Level Design-Generating Missions and Spaces for Action Adventure Games", Proceedings of the 2010 Workshop on Procedural Content Generation in Games, Article No. 1, 2010.
|
6 |
Erin Jonathan Hastings, Ratan K. Guha, Life Member, IEEE, and Kenneth O. Stanley , "Automatic Content Generation in the Galactic Arms Race Video Game", IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 1, NO. 4, 245-263, DECEMBER 2009
DOI
|
7 |
Noor Shaker, Antonios Liapis, Julian Togelius, Ricardo Lopes, and Rafael Bidarra, "Constructive generation methods for dungeons and levels (DRAFT)" 31-55, 2016
|
8 |
Lawrence Johnson, Georgios N. Yannakakis, Julian Togelius, "Cellular Automata for Real-time Generation of Infinite Cave Levels", Proceedings of the 2010 Workshop on Procedural Content Generation in Games, Article No. 10 , 2010
|
9 |
Jonathon Doran, "Controlled Procedural Terrain Generation Using Software Agents", IEEE Transactions on Computational Intelligence and AI in Games, 111 - 119, 2010
|
10 |
Ichiro Lambe, "Procedural Content Generation: Thinking With Modules", Gamasutra, (http://www.gamasutra.com/view/feature/174311/procedural_content_generation_.php), 2012
|
11 |
Julian Togelius, Georgios N. Yannakakis, Kenneth O. Stanley, and Cameron Browne, "Search-Based Procedural Content Generation", EvoApplication 2010, Part 1, LNCS, 6024, pp.141-150, 2010
|