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A comparative evaluation of procedural level generators in the Mario AI framework.

, , , , and . FDG, Society for the Advancement of the Science of Digital Games, (2014)

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A multi-level level generator., and . CIG, page 1-8. IEEE, (2014)Assessing aesthetic criteria in the evolutionary dungeon designer., , , , and . FDG, page 44:1-44:4. ACM, (2018)The Conceptual Relationship Model: Understanding Patterns and Mechanics in Game Design., , and . DiGRA, Digital Games Research Association, (2014)Patterns, Dungeons and Generators., , and . FDG, Society for the Advancement of the Science of Digital Games, (2015)Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites., , , and . CoRR, (2019)Mixed-initiative procedural generation of dungeons using game design patterns., , , and . CIG, page 25-32. IEEE, (2017)A comparative evaluation of procedural level generators in the Mario AI framework., , , , and . FDG, Society for the Advancement of the Science of Digital Games, (2014)Mapping the game landscape: Locating genres using functional classification., , and . DiGRA Conference, Digital Games Research Association, (2009)Fostering creativity in the mixed-initiative evolutionary dungeon designer., , , , , and . FDG, page 50:1-50:8. ACM, (2018)Procedural Content Generation Using Patterns as Objectives., and . EvoApplications, volume 8602 of Lecture Notes in Computer Science, page 325-336. Springer, (2014)