<--- Back to Details
First PageDocument Content
Application software / Windows games / Linux games / Logic puzzles / ZX Spectrum games / Sokoban / LIT / Procedural generation / PSPACE-complete / Puzzle video games / Digital media / Games
Date: 2011-09-22 17:21:08
Application software
Windows games
Linux games
Logic puzzles
ZX Spectrum games
Sokoban
LIT
Procedural generation
PSPACE-complete
Puzzle video games
Digital media
Games

Proceedings of the 6th Annual North American Conference on AI and Simulation in Games (GAMEON-NA), pp. 5-12, PROCEDURAL GENERATION OF SOKOBAN LEVELS Joshua Taylor and Ian Parberry Dept. of Computer Science & Engin

Add to Reading List

Source URL: larc.unt.edu

Download Document from Source Website

File Size: 2,40 MB

Share Document on Facebook

Similar Documents

48 Implementing N-Grams for Player Prediction, Procedural Generation, and Stylized AI Joseph Vasquez II

48 Implementing N-Grams for Player Prediction, Procedural Generation, and Stylized AI Joseph Vasquez II

DocID: 1uvPX - View Document

40 Procedural Content Generation An Overview Gillian Smith  40.1	 Introduction

40 Procedural Content Generation An Overview Gillian Smith 40.1 Introduction

DocID: 1tVhN - View Document

An Analog History of Procedural Content Generation Gillian Smith Northeastern University, Playable Innovative Technologies Lab 360 Huntington Ave, 100 ME Boston, MA 02115, USA

An Analog History of Procedural Content Generation Gillian Smith Northeastern University, Playable Innovative Technologies Lab 360 Huntington Ave, 100 ME Boston, MA 02115, USA

DocID: 1sWF5 - View Document

Playing with Data: Procedural Generation of Adventures from Open Data Gabriella A. B. Barros1 , Antonios Liapis2 , and Julian Togelius3 1  Tandon School of Engineering, New York University, New York, USA,

Playing with Data: Procedural Generation of Adventures from Open Data Gabriella A. B. Barros1 , Antonios Liapis2 , and Julian Togelius3 1 Tandon School of Engineering, New York University, New York, USA,

DocID: 1sP7a - View Document

Soft computing for content generation: Trading market in a basketball management video game Jose M. Pe˜na, Ernestina Menasalvas, Santiago Muelas∗ , Antonio LaTorre ∗†

Soft computing for content generation: Trading market in a basketball management video game Jose M. Pe˜na, Ernestina Menasalvas, Santiago Muelas∗ , Antonio LaTorre ∗†

DocID: 1rnO1 - View Document