2. pcgbook第七章,根据任务流与叙事生成RPG游戏地图: Hartsook, K., Zook, A., Das, S., Riedl, M.: Toward supporting storytellers with procedurally generated game worlds. In: Proceedings of the 2011 IEEE Conference on Computational Intelligence in Games, pp. 297–304. Seoul, South Korea (2011)
课题二:给定规则与机制自动生成谜题与关卡 推荐论文 1. pcgbook第六章 Ludi System:对人类文明已有的抽象策略(棋类)游戏进行编码,并利用遗传算法生成全新的抽象策略游戏,建立了抽象策略游戏的游戏性评分体系:
2. 基于神经网络训练类人智能玩家,对赛车游戏中生成的赛道进行难度评估:
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Cardamone, L., Loiacono, D., Lanzi, P.L.: Interactive evolution for the procedural generation of tracks in a high-end racing game. In: Proceedings of the Conference on Genetic and Evolutionary Computation, pp. 395–402 (2011)
3. 约束满足(Constraint Satisfaction)算法来明确定义初始状态与状态转移规则的游戏:Seth Cooper. 2023. Sturgeon-MKIII: Simultaneous Level and Example Playthrough Generation via Constraint Satisfaction with Tile Rewrite Rules. In Proceedings of the 18th International Conference on the Foundations of Digital Games (FDG '23).