Multi-segment evolution of dungeon game levels

Author:

Liapis Antonios1

Affiliation:

1. University of Malta

Funder

European Union's Horizon 2020 research and innovation programme

Publisher

ACM

Reference27 articles.

1. Landscape automata for search based procedural content generation

2. Staffan Björk and Jussi Holopainen. 2004. Patterns in Game Design. Charles River Media. Staffan Björk and Jussi Holopainen. 2004. Patterns in Game Design . Charles River Media.

3. Constraint-handling techniques used with evolutionary algorithms

4. Adventures in level design

5. Generating missions and spaces for adaptable play experiences. IEEE Transactions on Computational Intelligence and AI in Games;Dormans Joris;Special Issue on Procedural Content Generation,2011

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2. 2-Step Evolutionary Algorithm for the generation of dungeons with lock door missions using horizontal symmetry;Proceedings of the Genetic and Evolutionary Computation Conference;2024-07-14

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