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Multi-segment evolution of dungeon game levels

https://doi.org/10.1145/3071178.3071180
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Inferred edges come from two machine sources: sweeps of open repository metadata (mostly SSRN and Zenodo), and a bulk OpenAlex citation snapshot. Every row below is labelled with the one it came from. Neither is a complete citation index — absence here is not evidence of absence.

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What this work says

Outgoing claims: the papers this work cites, builds on, or argues with.

inferredcites →https://doi.org/10.1007/978-3-319-31008-4_14openalex-snapshot
MetaCompose: A Compositional Evolutionary Music Composer
inferredcites →https://doi.org/10.1007/978-3-319-31008-4_7openalex-snapshot
Exploring the Visual Styles of Arcade Game Assets
inferredcites →https://doi.org/10.1007/978-3-319-42716-4openalex-snapshot
Procedural Content Generation in Games
inferredcites →https://doi.org/10.1007/978-3-319-42716-4_3openalex-snapshot
Constructive generation methods for dungeons and levels
inferredcites →https://doi.org/10.1007/978-3-642-12239-2_14openalex-snapshot
Towards a Generic Framework for Automated Video Game Level Creation
inferredcites →https://doi.org/10.1016/j.ejor.2007.06.028openalex-snapshot
On a Feasible–Infeasible Two-Population (FI-2Pop) genetic algorithm for constrained optimization: Distance tracing and no free lunch
inferredcites →https://doi.org/10.1109/cig.2011.6032020openalex-snapshot
Toward supporting stories with procedurally generated game worlds
inferredcites →https://doi.org/10.1109/cig.2012.6374170openalex-snapshot
Evolving levels for Super Mario Bros using grammatical evolution
inferredcites →https://doi.org/10.1109/cig.2013.6633619openalex-snapshot
Landscape automata for search based procedural content generation
inferredcites →https://doi.org/10.1109/cig.2014.6932908openalex-snapshot
Searching for good and diverse game levels
inferredcites →https://doi.org/10.1109/cig.2016.7860396openalex-snapshot
Evolving missions to create game spaces
inferredcites →https://doi.org/10.1109/itw.2010.5593346openalex-snapshot
Multiobjective exploration of the StarCraft map space
inferredcites →https://doi.org/10.1109/tciaig.2011.2148116openalex-snapshot
Search-Based Procedural Content Generation: A Taxonomy and Survey
inferredcites →https://doi.org/10.1109/tciaig.2011.2149523openalex-snapshot
Generating Missions and Spaces for Adaptable Play Experiences
inferredcites →https://doi.org/10.1109/tciaig.2013.2290371openalex-snapshot
Procedural Generation of Dungeons
inferredcites →https://doi.org/10.1109/tevc.2013.2281508openalex-snapshot
Automated Map Generation for the Physical Traveling Salesman Problem
inferredcites →https://doi.org/10.1111/cgf.12276openalex-snapshot
A Survey on Procedural Modelling for Virtual Worlds
inferredcites →https://doi.org/10.1145/1274000.1274105openalex-snapshot
Constraint-handling techniques used with evolutionary algorithms
inferredcites →https://doi.org/10.1145/1814256.1814257openalex-snapshot
Adventures in level design
inferredcites →https://doi.org/10.1145/1830761.1830910openalex-snapshot
Constraint-handling techniques used with evolutionary algorithms
inferredcites →https://doi.org/10.1162/106454603322221487openalex-snapshot
A Taxonomy for Artificial Embryogeny
inferredcites →https://doi.org/10.1162/evco_a_00123openalex-snapshot
Constrained Novelty Search: A Study on Game Content Generation
inferredcites →https://doi.org/10.1609/aiide.v11i1.12798openalex-snapshot
Refining the Paradigm of Sketching in AI-Based Level Design
inferredcites →https://doi.org/10.1609/aiide.v9i1.12680openalex-snapshot
Towards a Generic Method of Evaluating Game Levels
inferredcites →https://doi.org/10.26503/dl.v2003i1.60openalex-snapshot
Game Design Patterns
inferredcites →https://doi.org/10.5281/zenodo.543570openalex-snapshot
Framing Tension For Game Generation

What points at this work

Incoming claims: where this work appears in other papers’ reference lists and arguments.

inferred← citeshttps://doi.org/10.2139/ssrn.4180762openalex-extracted
Illuminating the Space of Dungeon Maps, Locked-Door Missions and Enemy Placement Through Map-Elites
inferred← citeshttps://doi.org/10.1007/978-3-319-77538-8_20openalex-snapshot
Piecemeal Evolution of a First Person Shooter Level
inferred← citeshttps://doi.org/10.1007/s11042-024-18833-5openalex-snapshot
GFGDA: general framework for generating dungeons with atmosphere
inferred← citeshttps://doi.org/10.1016/j.eswa.2021.115009openalex-snapshot
Procedural generation of dungeons’ maps and locked-door missions through an evolutionary algorithm validated with players
inferred← citeshttps://doi.org/10.1088/1742-6596/1569/2/022049openalex-snapshot
Difficulty Curve-Based Procedural Generation of Scrolling Shooter Enemy Formations
inferred← citeshttps://doi.org/10.1109/cec.2018.8477718openalex-snapshot
Evolving Dungeon Maps With Locked Door Missions
inferred← citeshttps://doi.org/10.1109/cig.2018.8490425openalex-snapshot
Using a Surrogate Model of Gameplay for Automated Level Design
inferred← citeshttps://doi.org/10.1109/cog51982.2022.9893621openalex-snapshot
Illuminating the Space of Enemies Through MAP-Elites
inferred← citeshttps://doi.org/10.1109/cog51982.2022.9893705openalex-snapshot
On Linking Level Segments
inferred← citeshttps://doi.org/10.1109/icatiece56365.2022.10047104openalex-snapshot
Heart of Lorkhan: Procedural Generation in Interactive and Engaging Level Design
inferred← citeshttps://doi.org/10.1109/itis57155.2022.10010220openalex-snapshot
Using Genetic Algorithm for Wide yet Even Scattering of Game Objects: Applications on Irregular Levels and Involving Multiple Objects
inferred← citeshttps://doi.org/10.1109/sbgames.2019.00015openalex-snapshot
A Survey of Procedural Dungeon Generation
inferred← citeshttps://doi.org/10.1109/sbgames54170.2021.00024openalex-snapshot
Procedural Enemy Generation through Parallel Evolutionary Algorithm
inferred← citeshttps://doi.org/10.1109/tg.2018.2870876openalex-snapshot
Orchestrating Game Generation
inferred← citeshttps://doi.org/10.1109/tg.2023.3297619openalex-snapshot
Hierarchically Composing Level Generators for the Creation of Complex Structures
inferred← citeshttps://doi.org/10.1145/3402942.3409605openalex-snapshot
Tabletop Roleplaying Games as Procedural Content Generators
inferred← citeshttps://doi.org/10.1145/3555858.3563262openalex-snapshot
A General-Purpose Expressive Algorithm for Room-Based Environments
inferred← citeshttps://doi.org/10.1145/3638529.3654153openalex-snapshot
2-Step Evolutionary Algorithm for the generation of dungeons with lock door missions using horizontal symmetry
inferred← citeshttps://doi.org/10.1145/3638530.3654337openalex-snapshot
Generating Solvable and Difficult Logic Grid Puzzles
inferred← citeshttps://doi.org/10.11606/d.55.2019.tde-25032019-144917openalex-snapshot
Procedural Generation of Dungeon Maps, Missions and Rooms
inferred← citeshttps://doi.org/10.11606/d.55.2022.tde-19072022-164759openalex-snapshot
Orchestrating and Adapting of Dungeon Levels, Locked-door Missions, and Enemies
inferred← citeshttps://doi.org/10.11606/t.55.2022.tde-28032023-091310openalex-snapshot
Arquitetura e desenvolvimento de um sistema de geração procedural de múltiplos conteúdos para jogos eletrônicos em tempo real
inferred← citeshttps://doi.org/10.22630/mgv.2023.32.2.3openalex-snapshot
Generating layout for complex cave-like levels with schematic maps and Cellular Automata
inferred← citeshttps://doi.org/10.5753/jis.2021.999openalex-snapshot
Procedural Dungeon Generation: A Survey
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