1. Drikx, S., van der Meijer, J., Velden, A., Iosup, A.: Procedural content generation for games. ACM Trans. Multimed. Comput. Commun. Appl. 9(1), 1–22 (2013). https://doi.org/10.1145/2422956.2422957
2. Amato, A.: Procedural content generation in the game industry. In: Korn, O., Lee, N. (eds.) Game Dynamics, pp. 15–25. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-53088-8_2
3. Reynolds, R.G., O’Shea, J., Che, Z., Gawasmeh, Y., Meadows, G., Fotouhi, F.: The agile design of reality game AI. In: Multi-agent Applications with Evolutionary Computation and Biologically Inspired Technologies: Intelligent Techniques for Ubiquity and Optimization. IGI Global Press (2011)
4. Fogarty, J., Reynolds, R.G.,Salamayeh, A., Palazzolo, T.: Serious game modeling of caribou behavior across Lake Huron using cultural algorithms and influence maps. In: O’Shea, J., Sonnenberg, E. (ed.) Archaeological, Ethnographic and Paleo-Environmental Perspectives on Caribou Hunting in the Great Lakes: Maps, Directions and Accommodations, University of Michigan Museum of Anthropology (2015)
5. Palazzolo, T., Reynolds, R.G., Stanley, S.: Exploring virtual worlds with cultural algorithms: Ancient Alpena-Amberley Land Bridge. In: Cultural Algorithms: Tools for the Engineering of Social Intelligence into Complex Systems, pp. 203–271. IEEE Wiley Press, Hoboken (2020)