Instruct: Given the title of a paper, retrieve paper titles that are cited by the given paper
Query: Graph-based Generation of Action-Adventure Dungeon Levels using Answer Set Programming
A case study of expressively constrainable level design automation tools for a puzzle game
Search-Based Procedural Content Generation: A Taxonomy and Survey
A Simple Domain-Independent Probabilistic Approach to Generation
On the relation between SPARQL1.1 and Answer Set Programming
Monte-Carlo Tree Search for the Game of 7 Wonders
Search-Based Drama Management in the Interactive Fiction Anchorhead
Controlled Procedural Terrain Generation Using Software Agents
A dynamic description logic for representation and reasoning about actions
Model-Based Planning in Discrete Action Spaces
Procedural Content Generation via Machine Learning (PCGML)
Targeting horror via level and soundscape generation
Crawling in Rogue's dungeons with (partitioned) A3C
A comparative evaluation of procedural level generators in the Mario AI framework
An Intent-Driven Planner for Multi-Agent Story Generation
Experiments With Some Programs That Search Game Trees
A Game-Theoretic Approach to Generating Spatial Descriptions
NAG: Network for Adversary Generation
Ropossum: an authoring tool for designing, optimizing and solving cut the rope levels
Constraint-based causal discovery: conflict resolution with answer set programming
Searchbased procedural content generation
Fundamentals and Catalytic Applications of CeO2-Based Materials
A refined EM algorithm for PH distributions
Rapamycin and a hyaluronic acid-carboxymethylcellulose membrane did not lead to reduced adhesion formations in a rat abdominal adhesion model
Multiple kernel learning for emotion recognition in the wild
What is procedural content generation?: Mario on the borderline