-
1
-
-
77955006113
-
Controlled procedural terrain generation using software agents
-
IEEE Transactions on
-
J. Doran and I. Parberry. Controlled procedural terrain generation using software agents. Computational Intelligence and AI in Games, IEEE Transactions on, 2(2):111-119, 2010.
-
(2010)
Computational Intelligence and AI in Games
, vol.2
, Issue.2
, pp. 111-119
-
-
Doran, J.1
Parberry, I.2
-
2
-
-
77749244676
-
Death of the level designer: Procedural content generation in games
-
A. Doull. Death of the Level Designer: Procedural Content Generation in Games. ASCII Dreams, 2008, Online: http://roguelikedeveloper.blogspot.com/2008/ 01/death-of-level-designer-proce
-
(2008)
ASCII Dreams
-
-
Doull, A.1
-
3
-
-
84867724667
-
-
IGN Entertainment Inc. Accessed: 13 December 2010
-
R. Edwards. The economics of game publishing. IGN Entertainment Inc., 2006, Online: http://au.games.ign.com/articles/708/708972p1.html, Accessed: 13 December 2010.
-
(2006)
The Economics of Game Publishing
-
-
Edwards, R.1
-
5
-
-
0020143255
-
Computer rendering of stochastic models
-
A. Fournier, D. Fussell, and L. Carpenter. Computer rendering of stochastic models. Communications of the ACM, 25(6):371-384, 1982.
-
(1982)
Communications of the ACM
, vol.25
, Issue.6
, pp. 371-384
-
-
Fournier, A.1
Fussell, D.2
Carpenter, L.3
-
10
-
-
32444449526
-
Terrain generation using genetic algorithms
-
DOI 10.1145/1068009.1068241, GECCO 2005 - Genetic and Evolutionary Computation Conference
-
T. Ong, R. Saunders, J. Keyser, and J. Leggett. Terrain generation using genetic algorithms. In Proceedings of the Genetic and Evolutionary Computation Conference, pages 1463-1470. ACM, 2005. (Pubitemid 43226466)
-
(2005)
GECCO 2005 - Genetic and Evolutionary Computation Conference
, pp. 1463-1470
-
-
Ong, T.J.1
Saunders, R.2
Keyser, J.3
Leggett, J.J.4
-
12
-
-
4644303413
-
Poisson image editing
-
P. Pérez, M. Gangnet, and A. Blake. Poisson image editing. ACM Transactions on Graphics, 22(3):313-318, 2003.
-
(2003)
ACM Transactions on Graphics
, vol.22
, Issue.3
, pp. 313-318
-
-
Pérez, P.1
Gangnet, M.2
Blake, A.3
-
13
-
-
77954998818
-
A survey of procedural methods for terrain modelling
-
R. Smelik, K. de Kraker, S. Groenewegen, T. Tutenel, and R. Bidarra. A Survey of procedural methods for terrain modelling. In Proceedings of the CASA Workshop on 3D Advanced Media In Gaming And Simulation (3AMIGAS), 2009.
-
(2009)
Proceedings of the CASA Workshop on 3D Advanced Media in Gaming and Simulation (3AMIGAS)
-
-
Smelik, R.1
De Kraker, K.2
Groenewegen, S.3
Tutenel, T.4
Bidarra, R.5
-
14
-
-
33750712018
-
Real-time evolution of neural networks in the NERO video game
-
K. Stanley, B. Bryant, I. Karpov, and R. Miikkulainen. Real-time evolution of neural networks in the NERO video game. In Proceedings of the National Conference on Artificial Intelligence, volume 21, page 1671, 2006.
-
(2006)
Proceedings of the National Conference on Artificial Intelligence
, vol.21
, pp. 1671
-
-
Stanley, K.1
Bryant, B.2
Karpov, I.3
Miikkulainen, R.4
-
16
-
-
34548748539
-
Towards automatic personalised content creation for racing games
-
DOI 10.1109/CIG.2007.368106, 4219051, Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, CIG 2007
-
J. Togelius, R. De Nardi, and S. Lucas. Towards automatic personalised content creation for racing games. In IEEE Symposium on Computational Intelligence and Games (CIG), pages 252-259. IEEE, 2007. (Pubitemid 47431311)
-
(2007)
Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games, CIG 2007
, pp. 252-259
-
-
Togelius, J.1
De Nardi, R.2
Lucas, S.M.3
-
19
-
-
77952355404
-
Search-based procedural content generation
-
J. Togelius, G. Yannakakis, K. Stanley, and C. Browne. Search-based procedural content generation. Applications of Evolutionary Computation, pages 141-150, 2010.
-
(2010)
Applications of Evolutionary Computation
, pp. 141-150
-
-
Togelius, J.1
Yannakakis, G.2
Stanley, K.3
Browne, C.4
-
20
-
-
79959441682
-
Terrain generation using an interactive genetic algorithm
-
2010 IEEE Congress on IEEE
-
P. Walsh and P. Gade. Terrain generation using an Interactive Genetic Algorithm. In Evolutionary Computation (CEC), 2010 IEEE Congress on, pages 1-7. IEEE, 2010.
-
(2010)
Evolutionary Computation (CEC)
, pp. 1-7
-
-
Walsh, P.1
Gade, P.2
-
21
-
-
34447506694
-
Terrain synthesis from digital elevation models
-
DOI 10.1109/TVCG.2007.1027
-
H. Zhou, J. Sun, G. Turk, and J. Rehg. Terrain synthesis from digital elevation models. IEEE Transactions on Visualization and Computer Graphics, pages 834-848, 2007. (Pubitemid 47289556)
-
(2007)
IEEE Transactions on Visualization and Computer Graphics
, vol.13
, Issue.4
, pp. 834-848
-
-
Zhou, H.1
Sun, J.2
Turk, G.3
Rehg, J.M.4
|