A Comparative Evaluation of Procedural Level Generators in the Mario AI Framework, Proceedings of Foundations of Digital Games, 2014. ,
Procedural content generation for games, ACM Transactions on Multimedia Computing, Communications, and Applications, vol.9, issue.1, pp.1-22, 2013. ,
DOI : 10.1145/2422956.2422957
The Mario AI Benchmark and Competitions, IEEE Transactions on Computational Intelligence and AI in Games, vol.4, issue.1, pp.55-67, 2012. ,
DOI : 10.1109/TCIAIG.2012.2188528
URL : http://julian.togelius.com/Karakovskiy2012The.pdf
NetHack Bot Framework Master's thesis, Czech), 2015. ,
Towards a Generic Method of Evaluating Game Levels, p.AIIDE, 2013. ,
An Introduction to Genetic Algorithms, 1996. ,
Artificial Intelligence: A Modern Approach, 2009. ,
SpelunkBots API - An AI toolset for Spelunky, 2014 IEEE Conference on Computational Intelligence and Games, pp.1-8, 2014. ,
DOI : 10.1109/CIG.2014.6932872
Procedural Content Generation in Games: A Textbook and an Overview of Current Research, 2015. ,
DOI : 10.1007/978-3-319-42716-4
Towards Automatic Personalized Content Generation for Platform Games, p.AIIDE, 2010. ,
The Seven Deadly Sins of PCG Research, p.12, 2013. ,
Search-Based Procedural Content Generation: A Taxonomy and Survey, IEEE Transactions on Computational Intelligence and AI in Games, vol.3, issue.3, pp.172-186, 2011. ,
DOI : 10.1109/TCIAIG.2011.2148116
URL : http://julian.togelius.com/Togelius2011Searchbased.pdf