-
1
-
-
77954986325
-
Modeling player experience for content creation
-
Jun.
-
C. Pedersen, J. Togelius, and G. Yannakakis, "Modeling player experience for content creation," IEEE Trans. Comput. Intell. AI Game., vol. 1, no. 2, pp. 121-133, Jun. 2009.
-
(2009)
IEEE Trans. Comput. Intell. AI Game.
, vol.1
, Issue.2
, pp. 121-133
-
-
Pedersen, C.1
Togelius, J.2
Yannakakis, G.3
-
4
-
-
80052883678
-
-
Blizzard North
-
E. Schaefer, D. Brevik,M. Schaefer, E. Sexton, and K.William, Diablo. Blizzard North, 1996.
-
(1996)
Diablo
-
-
Schaefer, E.1
Brevik, D.2
Schaefer, M.3
Sexton, E.4
William, K.5
-
8
-
-
77954980239
-
Towards multiobjective procedural map generation
-
Monterey, CA
-
J. Togelius,M. Preuss, and G. N. Yannakakis, "Towards multiobjective procedural map generation," in Proc. Int. Conf. Found. Digital Games, Monterey, CA, 2010.
-
(2010)
Proc. Int. Conf. Found. Digital Games
-
-
Togelius, J.1
Preuss, M.2
Yannakakis, G.N.3
-
9
-
-
77954982652
-
Cellular automata for real-time generation of infinite cave levels
-
Monterey, CA
-
L. Johnson, G. N. Yannakakis, and J. Togelius, "Cellular automata for real-time generation of infinite cave levels," in Proc. Int. Conf. Found. Digital Games, Monterey, CA, 2010.
-
(2010)
Proc. Int. Conf. Found. Digital Games
-
-
Johnson, L.1
Yannakakis, G.N.2
Togelius, J.3
-
10
-
-
80052903571
-
-
On Roguebasin. [Online]. Available:
-
M. Anderson, Dungeon-Building Algorithm. On Roguebasin. [Online]. Available: http://roguebasin.roguelikedevelopment.org/index. php?title=Dungeon-Building-Algorithm
-
Dungeon-Building Algorithm
-
-
Anderson, M.1
-
11
-
-
80052887101
-
-
Grid Based Dungeon Generator. On Roguebasin. [Online]. Available:
-
Grid Based Dungeon Generator. On Roguebasin. [Online]. Available: http://roguebasin.roguelikedevelopment.org/index. php?title=Grid-Based-Dungeon- Generator
-
-
-
-
13
-
-
61049182272
-
-
ser. Game Design and Development. Upper Saddle River, NJ: Prentice-Hall, Sep.
-
E. Adams and A. Rollings, Fundamentals of Game Design, ser. Game Design and Development. Upper Saddle River, NJ: Prentice-Hall, Sep. 2006.
-
(2006)
Fundamentals of Game Design
-
-
Adams, E.1
Rollings, A.2
-
14
-
-
77952373091
-
Rhythm-based level generation for 2d platformers
-
Orlando, FL
-
G. Smith, M. Treanor, J. Whitehead, and M. Mareas, "Rhythm-based level generation for 2d platformers," in Proc. Int. Conf. Found. Digital Games, Orlando, FL, 2009, pp. 175-182.
-
(2009)
Proc. Int. Conf. Found. Digital Games
, pp. 175-182
-
-
Smith, G.1
Treanor, M.2
Whitehead, J.3
Mareas, M.4
-
16
-
-
77955164977
-
Design patterns in FPS levels
-
Monterey, CA
-
K. Hullett and J. Whitehead, "Design patterns in FPS levels," in Proc. Int. Conf. Found. Digital Games, Monterey, CA, 2010, pp. 78-85.
-
(2010)
Proc. Int. Conf. Found. Digital Games
, pp. 78-85
-
-
Hullett, K.1
Whitehead, J.2
-
17
-
-
77954967233
-
Adventures in level design: Generating missions and spaces for action adventure games
-
J. Dormans, "Adventures in level design: Generating missions and spaces for action adventure games," in Proc. Found. Digital Games Conf., 2010.
-
(2010)
Proc. Found. Digital Games Conf.
-
-
Dormans, J.1
-
18
-
-
80052913791
-
Elementary game design
-
Hertford, U.K.: Intent Media
-
B. Cousins, "Elementary game design," in Develop Magazine. Hertford, U.K.: Intent Media, 2004, vol. 10.
-
(2004)
Develop Magazine
, vol.10
-
-
Cousins, B.1
-
24
-
-
77950976328
-
-
Gamasutra, [Online]. Available:
-
D. Cook, The Chemistry of Game Design. Gamasutra, 2007 [Online]. Available: http://www.gamasutra.com/view/feature/1524/the-chemistry- of-game-design.php
-
(2007)
The Chemistry of Game Design
-
-
Cook, D.1
-
27
-
-
65449158851
-
Scalable classification-based word prediction and confusible correction
-
A. Van den Bosch, "Scalable classification-based word prediction and confusible correction," Traitement Automatique des Langues, vol. 46, no. 2, pp. 39-63, 2006.
-
(2006)
Traitement Automatique des Langues
, vol.46
, Issue.2
, pp. 39-63
-
-
Van Den Bosch, A.1
-
28
-
-
0039738977
-
-
Dordrecht, The Netherlands: Martinus Nijhoff Publishers
-
G. Kempen, Natural Language Generation. Dordrecht, The Netherlands: Martinus Nijhoff Publishers, 1987.
-
(1987)
Natural Language Generation
-
-
Kempen, G.1
-
29
-
-
34248910468
-
The story of grammars and the grammar of stories
-
R. de Beaugrande, "The story of grammars and the grammar of stories," J. Pragmatics, vol. 6, pp. 383-422, 1982.
-
(1982)
J. Pragmatics
, vol.6
, pp. 383-422
-
-
De Beaugrande, R.1
-
30
-
-
80052887779
-
Building blocks: Artist driven procedural buildings
-
presented at the, San Francisco, CA
-
J. Golding, "Building blocks: Artist driven procedural buildings," presented at the GDC, San Francisco, CA, 2010.
-
(2010)
GDC
-
-
Golding, J.1
-
31
-
-
0014260501
-
Mathematical models for cellular interactions in development II. Simple and branching filaments with two-sided inputs
-
A. Lindenmayer, "Mathematical models for cellular interactions in development II. Simple and branching filaments with two-sided inputs," J. Theor. Biol., vol. 18, no. 3, pp. 300-315, 1968.
-
(1968)
J. Theor. Biol.
, vol.18
, Issue.3
, pp. 300-315
-
-
Lindenmayer, A.1
-
32
-
-
77955009142
-
-
Sudbury, MA: Jones & Bartlett
-
M. Mozgovoy, Algorithms, Languages, Automata, and Compilers: A Practical Approach. Sudbury, MA: Jones & Bartlett, 2009.
-
(2009)
Algorithms, Languages, Automata, and Compilers: A Practical Approach
-
-
Mozgovoy, M.1
-
33
-
-
84878557586
-
On genetic algorithms and lindenmayer systems
-
Parallel Problems Solving from Nature - PPSN V
-
G. Ochoa, "On genetic algorithms and Lindenmayer systems," in Parallel Problem Solving From NaturePPSN V. Berlin, Germany: Springer-Verlag, 1998, pp. 335-344. (Pubitemid 128145964)
-
(1998)
Parallel Problem Solving From NaturePPSN
, Issue.1498
, pp. 335-344
-
-
Ochoa, G.1
-
34
-
-
34547373459
-
Creating spatially constrained virtual plants using L-systems
-
D. Ashlock, K. Bryden, and S. Gent, "Creating spatially constrained virtual plants using L-systems," Smart Eng. Syst. Design: Neural Netw., Evol. Program. Artif. Life, pp. 185-192, 2005.
-
(2005)
Smart Eng. Syst. Design: Neural Netw., Evol. Program. Artif. Life
, pp. 185-192
-
-
Ashlock, D.1
Bryden, K.2
Gent, S.3
-
36
-
-
77955001526
-
-
Ph.D. dissertation, Univ. Sheffield, Sheffield, U.K.
-
D. Adams, "Automatic generation of dungeons for computer games," Ph.D. dissertation, Univ. Sheffield, Sheffield, U.K., 2002.
-
(2002)
Automatic Generation of Dungeons for Computer Games
-
-
Adams, D.1
-
38
-
-
80052880585
-
-
[Online]. Available:
-
A. Saltsman, Canabalt. 2009 [Online]. Available: http://adamatomic.com/ canabalt/
-
(2009)
Canabalt
-
-
Saltsman, A.1
-
39
-
-
77955145022
-
Tanagra: A mixed-initiative level design tool
-
Monterey, CA
-
M. M. G. Smith and J. Whitehead, "Tanagra: A mixed-initiative level design tool," in Proc. Found. Digital Games Conf., Monterey, CA, 2010, pp. 209-216.
-
(2010)
Proc. Found. Digital Games Conf.
, pp. 209-216
-
-
Smith, M.M.G.1
Whitehead, J.2
-
40
-
-
77955004314
-
Inegrating procedural generation and manual editing of virtual worlds
-
Monterey, CA
-
R. Smelik, T. Turenel, K. J. de Kraker, and R. Bidarra, "Inegrating procedural generation and manual editing of virtual worlds," in Proc. Found. Digital Games Conf., Monterey, CA, 2010.
-
(2010)
Proc. Found. Digital Games Conf.
-
-
Smelik, R.1
Turenel, T.2
De Kraker, K.J.3
Bidarra, R.4
-
41
-
-
0001143950
-
Shape grammars and the generative specification of painting and sculpture
-
G. Stiny and J. Gips, "Shape grammars and the generative specification of painting and sculpture," Inf. Process., vol. 71, pp. 1460-1465, 1972.
-
(1972)
Inf. Process.
, vol.71
, pp. 1460-1465
-
-
Stiny, G.1
Gips, J.2
-
42
-
-
85169126305
-
Learning models of opponent's strategy in game playing
-
Raleigh, NC
-
D. Carmel and S.Markovitch, "Learning models of opponent's strategy in game playing," in Proc. AAAI Fall Symp. Games: Plan., and Learn., Raleigh, NC, 1993, pp. 140-147.
-
(1993)
Proc. AAAI Fall Symp. Games: Plan., and Learn.
, pp. 140-147
-
-
Carmel, D.1
Markovitch, S.2
-
43
-
-
0001666986
-
Potential applications of opponent-model search. Part 1: The domain of applicability
-
H. Iida, J. W. H. M. Uiterwijk, H. J. Van den Herik, and I. S. Herschberg, "Potential applications of opponent-model search. Part 1: The domain of applicability," Int. Comput. Chess Assoc. J., vol. 16, no. 4, pp. 201-208, 1993.
-
(1993)
Int. Comput. Chess Assoc. J.
, vol.16
, Issue.4
, pp. 201-208
-
-
Iida, H.1
Uiterwijk, J.W.H.M.2
Van Den Herik, H.J.3
Herschberg, I.S.4
-
44
-
-
0035397965
-
Probabilistic opponent-model search
-
DOI 10.1016/S0020-0255(01)00133-5, PII S0020025501001335
-
H. H. L. M. Donkers, J. W. H. M. Uiterwijk, and H. J. Van den Herik, "Probabilistic opponent-model search," Inf. Sci., vol. 135, no. 3-4, pp. 123-149, 2001. (Pubitemid 32594705)
-
(2001)
Information Sciences
, vol.135
, Issue.3-4
, pp. 123-149
-
-
Donkers, H.H.L.M.1
Uiterwijk, J.W.H.M.2
Van Den Herik, H.J.3
-
45
-
-
27844504780
-
-
Ph.D. dissertation, Faculty Humanities Sci., Maastricht Univ., Maastricht, The Netherlands
-
H. H. L. M. Donkers, "Nosce Hostem-Searching with opponent models," Ph.D. dissertation, Faculty Humanities Sci., Maastricht Univ., Maastricht, The Netherlands, 2003.
-
(2003)
Nosce Hostem-Searching with Opponent Models
-
-
Donkers, H.H.L.M.1
-
46
-
-
80053629104
-
Opponent modelling and commercial games
-
G. Kendall and S. Lucas, Eds., New York
-
H. J. Van den Herik, H. H. L. M. Donkers, and P. H. M. Spronck, "Opponent modelling and commercial games," in Proc. IEEE Symp. Comput. Intell. Games, G. Kendall and S. Lucas, Eds., New York, 2005, pp. 15-25.
-
(2005)
Proc. IEEE Symp. Comput. Intell. Games
, pp. 15-25
-
-
Van Den Herik, H.J.1
Donkers, H.H.L.M.2
Spronck, P.H.M.3
-
47
-
-
34547431642
-
Recent advances in machine learning and game playing
-
J. Fürnkranz, "Recent advances in machine learning and game playing," ÖGAI J., vol. 26, no. 2, pp. 19-28, 2007. (Pubitemid 47157771)
-
(2007)
OGAI Journal (Oesterreichische Gesellschaft fuer Artificial Intelligence)
, vol.26
, Issue.2
, pp. 19-28
-
-
Furnkranz, J.1
-
48
-
-
26944478381
-
Player modeling for adaptive games
-
Hingham,MA: Charles River Media
-
R. Houlette, "Player modeling for adaptive games," in AI Game ProgrammingWisdom 2. Hingham,MA: Charles River Media, 2004, pp. 557-566.
-
(2004)
AI Game Programming Wisdom 2
, pp. 557-566
-
-
Houlette, R.1
-
50
-
-
70549093955
-
Preference-based player modeling
-
S. Rabin, Ed. Hingham, MA: Charles River Media
-
H. H. L. M. Donkers and P. H. M. Spronck, "Preference-based player modeling," in AI Game Programming Wisdom 3, S. Rabin, Ed. Hingham, MA: Charles River Media, 2006, pp. 647-659.
-
(2006)
AI Game Programming Wisdom 3
, pp. 647-659
-
-
Donkers, H.H.L.M.1
Spronck, P.H.M.2
-
51
-
-
70549086635
-
Using-gram statistical models to predict player behavior
-
S. Rabin, Ed. Hingham, MA: Charles River Media
-
F. D. Laramée, "Using-gram statistical models to predict player behavior," in AI Game Programming Wisdom, S. Rabin, Ed. Hingham, MA: Charles River Media, 2002, pp. 596-601.
-
(2002)
AI Game Programming Wisdom
, pp. 596-601
-
-
Laramée, F.D.1
-
52
-
-
77955085970
-
Preference learning for cognitive modeling: A case study on entertainment preferences
-
Jun.
-
G. Yannakakis, M. Maragoudakis, and J. Hallam, "Preference learning for cognitive modeling: A case study on entertainment preferences," IEEE Trans. Syst. Man Cybern. A, Syst. Humans, vol. 39, no. 6, pp. 1165-1175, Jun. 2009.
-
(2009)
IEEE Trans. Syst. Man Cybern. A, Syst. Humans
, vol.39
, Issue.6
, pp. 1165-1175
-
-
Yannakakis, G.1
Maragoudakis, M.2
Hallam, J.3
-
53
-
-
16244395793
-
Improving modeling of other agents using tentative stereotypes and compactification of observations
-
Proceedings - IEEE/WIC/ACM International Conference on Intelligent Agent Systems. IAT 2004
-
J. Denzinger and J. Hamdan, "Improving modeling of other agents using tentative stereotypes and compactification of observations," in Proc. IEEE/WIC/ACM Int. Conf. Intell. Agent Technol., J. Liu and N. Cercone, Eds., New York, 2004, pp. 106-112. (Pubitemid 40456666)
-
(2004)
Proceedings - IEEE/WIC/ACM International Conference on Intelligent Agent Technology. IAT 2004
, pp. 106-112
-
-
Denzinger, J.1
Hamdan, J.2
-
54
-
-
84877973128
-
Psychologically verified player modelling
-
L. Breitlauch, Ed., Ghent, Belgium
-
G. Lankveld, S. Schreurs, and P. Spronck, "Psychologically verified player modelling," in Proc. 10th Int. Conf. Intell. Games Simulation, L. Breitlauch, Ed., Ghent, Belgium, 2009, pp. 12-19.
-
(2009)
Proc. 10th Int. Conf. Intell. Games Simulation
, pp. 12-19
-
-
Lankveld, G.1
Schreurs, S.2
Spronck, P.3
-
55
-
-
71549124473
-
Real-time game adaptation for optimizing player satisfaction
-
Jun.
-
G. Yannakakis and J. Hallam, "Real-time game adaptation for optimizing player satisfaction," IEEE Trans. Comput. Intell. AI Games, vol. 1, no. 2, pp. 121-133, Jun. 2009.
-
(2009)
IEEE Trans. Comput. Intell. AI Games
, vol.1
, Issue.2
, pp. 121-133
-
-
Yannakakis, G.1
Hallam, J.2
-
57
-
-
33749542723
-
Difficulty scaling of game AI
-
A. E. Rhalibi and D. VanWelden, Eds., Ghent, Belgium
-
P. H. M. Spronck, I. G. Sprinkhuizen-Kuyper, and E. O. Postma, "Difficulty scaling of game AI," in Proc. 5th Int. Conf. Intell. Games Simulation, A. E. Rhalibi and D. VanWelden, Eds., Ghent, Belgium, 2004, pp. 33-37.
-
(2004)
Proc. 5th Int. Conf. Intell. Games Simulation
, pp. 33-37
-
-
Spronck, P.H.M.1
Sprinkhuizen-Kuyper, I.G.2
Postma, E.O.3
-
58
-
-
70349277308
-
Real-time challenge balance in an RTS game using rtNEAT
-
P. Hingston and L. Barone, Eds., New York
-
J. K. Olesen, G. N. Yannakakis, and J. Hallam, "Real-time challenge balance in an RTS game using rtNEAT," in Proc. IEEE Symp. Comput. Intell. Games, P. Hingston and L. Barone, Eds., New York, 2008, pp. 87-94.
-
(2008)
Proc. IEEE Symp. Comput. Intell. Games
, pp. 87-94
-
-
Olesen, J.K.1
Yannakakis, G.N.2
Hallam, J.3
-
59
-
-
33646178095
-
Online coevolution for action games
-
P. Demasi and A. J. de, O. Cruz, "Online coevolution for action games," Int. J. Intell. Games Simulation, vol. 2, no. 3, pp. 80-88, 2002.
-
(2002)
Int. J. Intell. Games Simulation
, vol.2
, Issue.3
, pp. 80-88
-
-
Demasi, P.1
De, A.J.2
Cruz, O.3
-
60
-
-
32144439231
-
AI for dynamic difficulty adjustment in games
-
Challenges in Game Artificial Intelligence - Papers from the AAAI-04 Workshop, Technical Report
-
R. Hunicke and V. Chapman, "AI for dynamic difficulty adjustment in games," in Proc. AAAI Workshop Challenges Game Artif. Intell., Menlo Park, CA, 2004, pp. 91-96. (Pubitemid 43208122)
-
(2004)
AAAI Workshop - Technical Report
, vol.WS-04-04
, pp. 91-96
-
-
Hunicke, R.1
Chapman, V.2
-
61
-
-
34347401283
-
Towards optimizing entertainment in computer games
-
DOI 10.1080/08839510701527580, PII 784413810
-
G. N. Yannakakis and J. Hallam, "Towards optimizing entertainment in computer games," Appl. Artif. Intell., vol. 21, no. 10, pp. 933-971, 2007. (Pubitemid 350125657)
-
(2007)
Applied Artificial Intelligence
, vol.21
, Issue.10
, pp. 933-971
-
-
Yannakakis, G.N.1
Hallam, J.2
-
62
-
-
70549107722
-
Rapid and reliable adaptation of video game AI
-
S.C. J.Bakkes, P. H. M. Spronck, andH. J.Van denHerik, "Rapid and reliable adaptation of video game AI," IEEE Trans. Comput. Intell. AI Games, vol. 1, no. 2, pp. 93-104, 2009.
-
(2009)
IEEE Trans. Comput. Intell. AI Games
, vol.1
, Issue.2
, pp. 93-104
-
-
Bakkes, S.C.J.1
Spronck, P.H.M.2
Van Den Herik, H.J.3
-
63
-
-
70549105906
-
Opponent modelling for case-based adaptive game AI
-
S. C. J. Bakkes, P. H.M. Spronck, and H. J. Van den Herik, "Opponent modelling for case-based adaptive game AI," Entertain. Comput., vol. 1, no. 1, pp. 27-37, 2009.
-
(2009)
Entertain. Comput.
, vol.1
, Issue.1
, pp. 27-37
-
-
Bakkes, S.C.J.1
Spronck, P.H.M.2
Van Den Herik, H.J.3
|