Catálogo de publicaciones - revistas
IEEE Transactions on Computational Intelligence and AI in Games
Resumen/Descripción – provisto por la editorial
No disponible.
Palabras clave – provistas por la editorial
No disponibles.
Disponibilidad
| Institución detectada | Período | Navegá | Descargá | Solicitá |
|---|---|---|---|---|
| No detectada | desde ene. 2009 / hasta dic. 2017 | IEEE Xplore |
Información
Tipo de recurso:
revistas
ISSN impreso
1943-068X
ISSN electrónico
1943-0698
País de edición
Estados Unidos
Fecha de publicación
2009-
Tabla de contenidos
IEEE Transactions on Computational Intelligence and AI in Games Information for authors
Palabras clave: Electrical and Electronic Engineering; Artificial Intelligence; Control and Systems Engineering; Software.
Pp. C4-C4
Guest Editorial: Procedural Content Generation in Games
Julian Togelius; Jim Whitehead; Rafael Bidarra
Palabras clave: Electrical and Electronic Engineering; Artificial Intelligence; Control and Systems Engineering; Software.
Pp. 169-171
Search-Based Procedural Content Generation: A Taxonomy and Survey
Julian Togelius; Georgios N. Yannakakis; Kenneth O. Stanley; Cameron Browne
Palabras clave: Electrical and Electronic Engineering; Artificial Intelligence; Control and Systems Engineering; Software.
Pp. 172-186
Answer Set Programming for Procedural Content Generation: A Design Space Approach
Adam M. Smith; Michael Mateas
Palabras clave: Electrical and Electronic Engineering; Artificial Intelligence; Control and Systems Engineering; Software.
Pp. 187-200
Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design
Gillian Smith; Jim Whitehead; Michael Mateas
Palabras clave: Electrical and Electronic Engineering; Artificial Intelligence; Control and Systems Engineering; Software.
Pp. 201-215
Generating Missions and Spaces for Adaptable Play Experiences
J. Dormans; S. Bakkes
Palabras clave: Electrical and Electronic Engineering; Artificial Intelligence; Control and Systems Engineering; Software.
Pp. 216-228
A Generic Approach to Challenge Modeling for the Procedural Creation of Video Game Levels
Nathan Sorenson; Philippe Pasquier; Steve DiPaola
Palabras clave: Electrical and Electronic Engineering; Artificial Intelligence; Control and Systems Engineering; Software.
Pp. 229-244
Automatic Track Generation for High-End Racing Games Using Evolutionary Computation
Daniele Loiacono; Luigi Cardamone; Pier Luca Lanzi
Palabras clave: Electrical and Electronic Engineering; Artificial Intelligence; Control and Systems Engineering; Software.
Pp. 245-259
Search-Based Procedural Generation of Maze-Like Levels
D. Ashlock; C. Lee; C. McGuinness
Palabras clave: Electrical and Electronic Engineering; Artificial Intelligence; Control and Systems Engineering; Software.
Pp. 260-273
Generating Consistent Buildings: A Semantic Approach for Integrating Procedural Techniques
Tim Tutenel; Ruben M. Smelik; Ricardo Lopes; Klaas Jan de Kraker; Rafael Bidarra
Palabras clave: Electrical and Electronic Engineering; Artificial Intelligence; Control and Systems Engineering; Software.
Pp. 274-288