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User:Prmurthy98a8/Procedural generation/Bibliography

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You will be compiling your bibliography and creating an outline of the changes you will make in this sandbox.


Bibliography

Edit this section to compile the bibliography for your Wikipedia assignment. Add the name and/or notes about what each source covers, then use the "Cite" button to generate the citation for that source.

Farrokhi Maleki, M., & Zhao, R. (2024).

Procedural content generation in games: A survey with insights on emerging LLM integration. arXiv preprint arXiv:2410.15644v1. Retrieved from https://arxiv.org/abs/2410.15644v1[1]

  • This source is reliable because it is authored by established researchers in the field and is hosted on arXiv, a respected repository widely used by the academic community for disseminating high-quality, cutting-edge research.


Zakaria, Y., Fayek, M., & Hadhoud, M. (2023).

Procedural level generation for Sokoban via deep learning: An experimental study. IEEE Transactions on Games, 15(1), 108–120. Retrieved from https://doi.org/10.1109/TG.2022.3175795[2]

  • This source is reliable because it is published in IEEE Transactions on Games, a peer-reviewed journal known for its rigorous review process and its contribution to the field of game research.


Poyck, G. (2023).

Procedural city generation with combined architectures for real-time visualization (Master’s thesis). Clemson University. Retrieved from https://tigerprints.clemson.edu/all_theses/3982[3]

  • This source is reliable because it is a Master’s thesis from Clemson University, accessible through TigerPrints—Clemson’s official digital repository—which ensures adherence to high academic research standards and thorough methodological rigor.

References

  1. ^ Maleki, Mahdi Farrokhi; Zhao, Richard (2024-10-21), Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration, arXiv, doi:10.48550/arXiv.2410.15644, arXiv:2410.15644, retrieved 2025-03-01
  2. ^ Zakaria, Yahia; Fayek, Magda; Hadhoud, Mayada (2023-03). "Procedural Level Generation for Sokoban via Deep Learning: An Experimental Study". IEEE Transactions on Games. 15 (1): 108–120. doi:10.1109/TG.2022.3175795. ISSN 2475-1510. {{cite journal}}: Check date values in: |date= (help)
  3. ^ Poyck, Griffin (2023-05-01). "Procedural City Generation with Combined Architectures for Real-time Visualization". All Theses.

Outline of proposed changes

Click on the edit button to draft your outline.