|
Angry Birds. (2017). Retrieved from Angry Birds: https://www.angrybirds.com/ Chen, G.-J., & Tai, W.-K. (2016). Pattern-Based Automatic Game Level Generation and Difficulty Evaluation. published master’s thesis, National Dong Hwa University. Hualien, Taiwan. Dahlskog, S., & Togelius, J. (2014). A Multi-level Level Generator. Computational Intelligence and Games (CIG) 2016 IEEE Conference on, pp. 1-8. Diablo. (2017). Retrieved from Diablo III Official Game Site: http://tw.battle.net/d3/zh/ DOULL, A. (2008). Ascii Dreams: The Death of the Level Designer: Procedural Content Generation in Games. Retrieved from The Death of the Level Designer: Procedural Content Generation in Games - Part One: http://roguelikedeveloper.blogspot.tw/2008/01/death-of-level-designer-procedural.html Ferreira, L., & Toledo, C. (2014). A Search-based Approach for Generating Angry Birds Levels. Computational Intelligence and Games (CIG), 2014 IEEE Conference on, pp. 1-8. Genetic algorithm. (2017). Retrieved from Wiki: https://en.wikipedia.org/wiki/Genetic_algorithm Horn, B., Dahlskog, S., Shaker, N., Smith, G., & Togelius, J. (2014). A Comparative Evaluation of Procedural Level Generators in the Mario AI Framework. International Conference on the Foundations of Digital Games, pp. 1-8. Pacman. (2017). Retrieved from Pacman: http://www.gametop.com/download-free/pacman/ PCGWiki. (2014). What Pcg Is. Retrieved 6 29, 2016, from Procedural Content Generation Wiki: http://pcg.wikidot.com/what-pcg-is Roberts, J., & Chen, K. (2015). Learning-Based Procedural Content Generation. IEEE Transactions on Computational Intelligence and AI in Games, Volume. 7(No.1), pp. 88 - 101. Snodgrass, S., & Ontañón, S. (2014). Experiments in Map Generation using Markov Chains. International Conference on the Foundations of Digital Games. Super Mario Bros. (2017). Retrieved from Super Mario Bros: http://www.supermariobrosx.org/ Togelius, J., Yannakakis, G. N., Stanley, K. O., & Browne, C. (2010). Search-based Procedural Content Generation. EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation, Volume Part I, pp. 141-150. Togelius, J., Yannakakis, G. N., Stanley, K. O., & Browne, C. (2011). Search-Based Procedural Content Generation:A Taxonomy and Survey. IEEE Transactions on Computational Intelligence and AI in Games, Volume. 3, pp. 172-186.
|