Instruct: Given a paper title, retrieve paper titles that are cited by the given paper.
Query: A Generic Approach to Challenge Modeling for the Procedural Creation of Video Game Levels
The Evolution of Fun: Automatic Level Design Through Challenge Modeling
A Hierarchical MdMC Approach to 2D Video Game Map Generation.
MCMCTS PCG 4 SMB : Monte Carlo Tree Search to Guide Platformer Level Generation
Toward supporting stories with procedurally generated game worlds
A case study of expressively constrainable level design automation tools for a puzzle game
Launchpad: A Rhythm-Based Level Generator for 2-D Platformers
Adventures in level design: generating missions and spaces for action adventure games
A Generative Programming Approach for Game Development
Procedural Generation of Dungeons
Procedural Content Generation Using Patterns as Objectives
Orchestrating Game Generation
Answer Set Programming for Procedural Content Generation: A Design Space Approach
Towards player-driven procedural content generation
DOOM Level Generation Using Generative Adversarial Networks
PROCEDURAL GENERATION OF SOKOBAN LEVELS
A framework for analysis of 2D platformer levels
Procedural Generation of Narrative Puzzles
Illuminating Generalization in Deep Reinforcement Learning through Procedural Level Generation
Composing Video Game Levels with Music Metaphors through Functional Scaffolding
Procedural Generation of Rock Piles using Aperiodic Tiling
Diversifying Web Service Recommendation Results via Exploring Service Usage History
A Spinning Current Circuit for Hall Measurements Down to the Nanotesla Range
User preferences of software documentation genres
A Novel Representation for Rhythmic Structure
Closed-Loop and Activity-Guided Optogenetic Control