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A case study of expressively constrainable level design automation tools for a puzzle game.
Adam M. Smith
Erik Andersen
Michael Mateas
Zoran Popovic
Published in:
FDG (2012)
Keyphrases
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design automation
computer aided design
image processing
case study
game play
nash equilibrium
test generation
game theoretic
serious games
test bed
game theory
decision trees
database
software tools
educational games
game playing
learning experience
pattern matching
data sets