1. Arsenault, D. & Perron, B. In the frame of the magic cycle: The circle(s) of gameplay. In: B. Perron & M. J. P. Wolf (Eds.) The video game theory reader 2. New York: Routledge.
2. Ashlock, D., Lee, C., & McGuinness, C. (2011). Search-based procedural generation of maze-like levels. IEEE Transactions on Computational Intelligence and AI in Games, 3, 260–273.
3. Barreto, N., Cardoso, A., & Roque, L. (2014). Computational creativity in procedural content generation: A state of the art survey. In Proceedings of the 2014 conference of science and art of video games.
4. Bentley, P. J., & Wakefield, J. P. (1998). Finding acceptable solutions in the pareto-optimal range using multiobjective genetic algorithms. Soft computing in engineering design and manufacturing. London: Springer.
5. Blow, J. (2004). Game development: Harder than you think. Queue, 1, 28–37.