Instruct: Given a paper title, retrieve paper titles that are cited by the given paper.
Query: Adventures in Hyrule: Generating Missions & Maps For Action Adventure Games
Procedural Content Generation: Goals, Challenges and Actionable Steps
Characteristics of Generatable Games
A Rogue Dream: Automatically Generating Meaningful Content For Games
A procedural generation framework for a robot construction game
Answer Set Programming for Procedural Content Generation: A Design Space Approach
Reactive planning idioms for multi-scale game AI
Designing Procedural Game Spaces: A Case Study
Analysis of ReGEN as a Graph-Rewriting System for Quest Generation
A comparative evaluation of procedural level generators in the Mario AI framework
Adaptive game AI with dynamic scripting
Search-Based Procedural Generation of Maze-Like Levels
Playing Text-Adventure Games with Graph-Based Deep Reinforcement Learning
Natural mapping and intuitive interaction in videogames
A Flexible Model-Driven Game Development Approach
Experiments in map generation using Markov chains
offline planning with hierarchical task networks in video games .
Open-World Planning for Story Generation
Automatic Game Design via Mechanic Generation
Bendtroller:: An Exploration of In-Game Action Mappings with a Deformable Game Controller
Any-angle path planning for computer games
Towards automatic personalised content creation for racing games
dietary essentiality of " nutritionally non - essential amino acids " for animals and humans .
Measuring the user experience on a large scale: user-centered metrics for web applications
Approximating Attack Surfaces with Stack Traces
LocED: Location-aware Energy Disaggregation Framework