Research papers
Research papers I've read
Research papers I want to read
Noor Shaker, Julian Togelius, and Mark J. Nelson, 2016 Fractals, noise and agents with applications to landscapes
Adam M Smith and Michael Mateas, 2011 Answer set programming for procedural content generation: A design space approach.
Gillian Smith, 2015 An Analog History of Procedural Content Generation.
Adam Summerville, Chris Martens, Ben Samuel, Joseph Osborn, Noah Wardrip-Fruin, and Michael Mateas. 2018 Gemini: bidirectional generation and analysis of games via ASP.
Adam Summerville and Michael Mateas, 2016 Super mario as a string: Platformer level generation via lstms.
Adam Summerville, Sam Snodgrass, Matthew Guzdial, Christoffer Holmgård, Amy K Hoover, Aaron Isaksen, Andy Nealen, and Julian Togelius, 2018 Holmgård, Amy K Hoover, Aaron Isaksen, Andy Nealen, and Julian Togelius. 2018. Procedural content generation via machine learning (PCGML)
Julian Togelius, Georgios N. Yannakakis, Kenneth O. Stanley, and Cameron
Browne. 2011. Search-Based Procedural Content Generation: A Taxonomy and Survey.
Vanessa Volz, Jacob Schrum, Jialin Liu, Simon M Lucas, Adam Smith, and Sebastian Risi. 2018. Evolving mario levels in the latent space of a deep convolutional generative adversarial network.
Antonios Liapis, G. Smith, N. Shaker, 2016 Mixed-initiative content creation
Antonios Liapis, Georgios N Yannakakis, Mark J Nelson, Mike Preuss, Rafael Bidarra, 2019 Orchestrating Game Generation
Mark Hendrikx et al. 2011 Procedural Content Generation for Games: A Survey
Ian Horswill, 2020 Imaginarium: A Tool for Casual Constraint-Based PCG
Brenda Laurel and Rachel Strickland. 1994 PLACEHOLDER: landscape and narrative in virtual environments.
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