Bjork, S.: Patterns in Game Design, 1st edn. Charles River Media, Hingham Mass (2005)
Google Scholar
Compton, K., Mateas, M.: Procedural level design for platform games. In: Proc. AIIDE 2006, pp. 109–111 (2006)
Google Scholar
Handy, A.: Markus ‘Notch’ Persson talks making Minecraft (2010),
http://www.gamasutra.com/view/news/27719/Interview_Markus_Notch_Persson_Talks_Making_Minecraft.php
(last accessed: April 20, 2012)
Lopes, R., Bidarra, R.: Adaptivity challenges in games and simulations: A survey. IEEE Transactions on Computational Intelligence and AI in Games 3(2), 85–99 (2011)
CrossRef
Google Scholar
Mateas, M., Stern, A.: Facade: An experiment in building a fully-realized interactive drama. In: Proc. GDC 2003, San Jose, CA (2003)
Google Scholar
Perlin, K.: Improving noise. In: Proc. SIGGRAPH 2002, pp. 681–682. ACM, New York (2002)
Google Scholar
Salen, K., Zimmerman, E.: Rules of Play: Game Design Fundamentals. MIT Press, Cambridge Mass (2003)
Google Scholar
Schell, J.: The Art of Game Design: A Book of Lenses. Elsevier/Morgan Kaufmann, Amsterdam (2008)
Google Scholar
Smith, G., Cha, M., Whitehead, J.: A framework for analysis of 2d platformer levels. In: Proc. SIGGRAPH 2008 Symposium on Video Games, pp. 75–80. ACM, New York (2008)
Google Scholar
Sorenson, N., Pasquier, P., DiPaola, S.: A generic approach to challenge modeling for the procedural creation of video game levels. IEEE Transactions on Computational Intelligence and AI in Games 3(3), 229–244 (2011)
CrossRef
Google Scholar
Togelius, J., Yannakakis, G., Stanley, K., Browne, C.: Search-based procedural content generation: A taxonomy and survey. IEEE Transactions on Computational Intelligence and AI in Games 3(3), 172–186 (2011)
CrossRef
Google Scholar
Toy, M., Wichman, G., Arnold, K., Lane, J.: Rogue by artificial intelligence design (1983)
Google Scholar
Watson, B., Muller, P., Wonka, P., Sexton, C., Veryovka, O., Fuller, A.: Procedural urban modeling in practice. IEEE Computer Graphics and Applications 28(3), 18–26 (2008)
CrossRef
Google Scholar