Table of Contents

Noor Shaker, Julian Togelius, and Mark J. Nelson

Preface
1 Introduction Julian Togelius, Noor Shaker, Mark J. Nelson
2 The search-based approach Julian Togelius and Noor Shaker
3 Constructive generation methods for dungeons and levelsĀ  Noor Shaker, Antonios Liapis, Julian Togelius, Ricardo Lopes and Rafael Bidarra
4 Fractals, noise and agents with applications to landscapes and textures Noor Shaker, Julian Togelius and Mark J. Nelson
5 Grammars and L-systems with applications to vegetation and levels Julian Togelius, Noor Shaker and Joris Dormans
6 Rules and mechanics Mark J. Nelson, Julian Togelius, Cameron Browne and Michael Cook
7 Planning with applications to quests and story Yun-Gyung Cheong, Mark O. Riedl, Byung-Chull Bae and Mark J. Nelson
8 ASP with applications to mazes and levels Mark J. Nelson and Adam M. Smith
9 Representations for search-based methods Dan Ashlock, Sebastian Risi and Julian Togelius
10 The experience-driven perspective Noor Shaker, Julian Togelius and Georgios N. Yannakakis
11 Mixed-initiative content creation Antonios Liapis, Gillian Smith, and Noor Shaker
12 Evaluating content generators Noor Shaker, Gillian Smith and Georgios N. Yannakakis
A Game-designer interviews Andrew Doull, Ed Key, Michael Toy, Richard Evans, and Tarn Adams

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