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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