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Volumn , Issue , 2012, Pages 156-163

A case study of expressively constrainable level design automation tools for a puzzle game

Author keywords

Answer set programming; Backtracking search; Educational games; Procedural content generation; Puzzle games

Indexed keywords

ANSWER SET PROGRAMMING; BACKTRACKING SEARCH; EDUCATIONAL GAME; PROCEDURAL CONTENT GENERATION; PUZZLE GAMES;

EID: 84863959571     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/2282338.2282370     Document Type: Conference Paper
Times cited : (77)

References (17)
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    • On a feasible-infeasible two-population (FI-2Pop) genetic algorithm for constrained optimization: Distance tracing and no free lunch
    • October
    • S. O. Kimbrough, G. J. Koehler, M. Lu, and D. H. Wood. On a feasible-infeasible two-population (FI-2Pop) genetic algorithm for constrained optimization: Distance tracing and no free lunch. European Journal of Operational Research, 190(2):310-327, October 2008.
    • (2008) European Journal of Operational Research , vol.190 , Issue.2 , pp. 310-327
    • Kimbrough, S.O.1    Koehler, G.J.2    Lu, M.3    Wood, D.H.4
  • 10
    • 77952361325 scopus 로고    scopus 로고
    • Evolutionary algorithm for generation of entertaining shinro logic puzzles
    • D. Oranchak. Evolutionary algorithm for generation of entertaining Shinro logic puzzles. In EvoApplications 2010, pages 181-190, 2010.
    • (2010) EvoApplications 2010 , pp. 181-190
    • Oranchak, D.1
  • 12
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    • Answer set programming for procedural content generation: A design space approach
    • A. Smith and M. Mateas. Answer set programming for procedural content generation: A design space approach. IEEE Trans. on Comp. Intel. and AI in Games, 3(3):187-200, 2011.
    • (2011) IEEE Trans. on Comp. Intel. and AI in Games , vol.3 , Issue.3 , pp. 187-200
    • Smith, A.1    Mateas, M.2
  • 13
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    • Tanagra: Reactive planning and constraint solving for mixed-initiative level design
    • G. Smith, J. Whitehead, and M. Mateas. Tanagra: Reactive planning and constraint solving for mixed-initiative level design. IEEE Trans. on Comp. Intel. and AI in Games, 3(3):201-215, 2011.
    • (2011) IEEE Trans. on Comp. Intel. and AI in Games , vol.3 , Issue.3 , pp. 201-215
    • Smith, G.1    Whitehead, J.2    Mateas, M.3
  • 14
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    • An algorithm for quadrisection and its application to standard cell placement
    • P. Suaris and G. Kedem. An algorithm for quadrisection and its application to standard cell placement. IEEE Trans. on Circuits and Systems, 35(3):294-303, 1988.
    • (1988) IEEE Trans. on Circuits and Systems , vol.35 , Issue.3 , pp. 294-303
    • Suaris, P.1    Kedem, G.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.