publication . Preprint . 2016

The VGLC: The Video Game Level Corpus

Summerville, Adam James; Snodgrass, Sam; Mateas, Michael; Ontañón, Santiago;
Open Access English
  • Published: 23 Jun 2016
Abstract
Comment: To appear in proceedings of the 7th Workshop on Procedural Content Generation
Subjects
ACM Computing Classification System: ComputingMilieux_PERSONALCOMPUTING
free text keywords: Computer Science - Human-Computer Interaction, Computer Science - Artificial Intelligence, Computer Science - Learning
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43 references, page 1 of 3

[ Sierra On-Line 1987] Sierra On-Line. 1987. King's Quest.

[Dahlskog and Togelius 2012] Dahlskog, S., and Togelius, J.

2012. Patterns and procedural content generation: Revisiting mario in world 1 level 1. In Proceedings of the First Workshop on Design Patterns in Games.

[Dahlskog, Togelius, and Nelson 2014] Dahlskog, S.; Togelius, J.; and Nelson, M. J. 2014. Linear levels through n-grams. In Proceedings of the 18th International Academic MindTrek Conference.

[Davies 1990] Davies, M. 1990. The Corpus of Contemporary American English: 520 million words.

[Dormans 2010] Dormans, J. 2010. Adventures in level design. In Workshop on PCG in Games. [OpenAIRE]

[Gansner and North 2000] Gansner, E. R., and North, S. C.

2000. An open graph visualization system and its applications to software engineering. SOFTWARE - PRACTICE AND EXPERIENCE.

[Gatys, Ecker, and Bethge 2015] Gatys, L. A.; Ecker, A. S.; and Bethge, M. 2015. A neural algorithm of artistic style.

CoRR abs/1508.06576.

[Godfrey, Holliman, and McDaniel 1992] Godfrey, J. J.; Holliman, E. C.; and McDaniel, J. 1992. Switchboard: telephone speech corpus for research and development. In Acoustics, Speech, and Signal Processing.

[Guzdial and Riedl 2015] Guzdial, M., and Riedl, M. O.

2015. Toward game level generation from gameplay videos.

[Hoover, Togelius, and Yannakakis 2015] Hoover, A. K.; Togelius, J.; and Yannakakis, G. N. 2015. Composing video game levels with music metaphors through functional scaffolding. In ICCC Workshop on CCG.

[id Software 1993] id Software. 1993. Doom.

43 references, page 1 of 3
Abstract
Comment: To appear in proceedings of the 7th Workshop on Procedural Content Generation
Subjects
ACM Computing Classification System: ComputingMilieux_PERSONALCOMPUTING
free text keywords: Computer Science - Human-Computer Interaction, Computer Science - Artificial Intelligence, Computer Science - Learning
Download from
43 references, page 1 of 3

[ Sierra On-Line 1987] Sierra On-Line. 1987. King's Quest.

[Dahlskog and Togelius 2012] Dahlskog, S., and Togelius, J.

2012. Patterns and procedural content generation: Revisiting mario in world 1 level 1. In Proceedings of the First Workshop on Design Patterns in Games.

[Dahlskog, Togelius, and Nelson 2014] Dahlskog, S.; Togelius, J.; and Nelson, M. J. 2014. Linear levels through n-grams. In Proceedings of the 18th International Academic MindTrek Conference.

[Davies 1990] Davies, M. 1990. The Corpus of Contemporary American English: 520 million words.

[Dormans 2010] Dormans, J. 2010. Adventures in level design. In Workshop on PCG in Games. [OpenAIRE]

[Gansner and North 2000] Gansner, E. R., and North, S. C.

2000. An open graph visualization system and its applications to software engineering. SOFTWARE - PRACTICE AND EXPERIENCE.

[Gatys, Ecker, and Bethge 2015] Gatys, L. A.; Ecker, A. S.; and Bethge, M. 2015. A neural algorithm of artistic style.

CoRR abs/1508.06576.

[Godfrey, Holliman, and McDaniel 1992] Godfrey, J. J.; Holliman, E. C.; and McDaniel, J. 1992. Switchboard: telephone speech corpus for research and development. In Acoustics, Speech, and Signal Processing.

[Guzdial and Riedl 2015] Guzdial, M., and Riedl, M. O.

2015. Toward game level generation from gameplay videos.

[Hoover, Togelius, and Yannakakis 2015] Hoover, A. K.; Togelius, J.; and Yannakakis, G. N. 2015. Composing video game levels with music metaphors through functional scaffolding. In ICCC Workshop on CCG.

[id Software 1993] id Software. 1993. Doom.

43 references, page 1 of 3
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