Procedural level design using an interactive cellular automata genetic algorithm

Author:

Adams Chad1,Parekh Hirav1,Louis Sushil J.1

Affiliation:

1. University of Nevada

Publisher

ACM

Reference11 articles.

1. Blizzard Entertainment. 1997. Diablo. Blizzard Entertainment. 1997. Diablo.

2. Interactive evolution for the procedural generation of tracks in a high-end racing game

3. Kate Compton and Michael Mateas. 2006. Procedural Level Design for Platform Games.. In AIIDE. 109--111. Kate Compton and Michael Mateas. 2006. Procedural Level Design for Platform Games.. In AIIDE. 109--111.

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