Items Authored/Edited by Cook, Michael

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Jump to: 2016 | 2014
Number of items: 7.

2016

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Cook, Michael; Gow, Jeremy and Colton, Simon. 2016. 'Danesh: Helping Bridge The Gap Between Procedural Generators And Their Output'. In: 7th Workshop on Procedural Content Generation. Dundee, United Kingdom 1 Aug 2016. [Conference or Workshop Item]

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Cook, Michael; Gow, Jeremy and Colton, Simon. 2016. 'Towards The Automatic Optimisation Of Procedural Content Generators'. In: IEEE Computational Intelligence in Games 2016. Santorini, Greece. [Conference or Workshop Item]

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Cook, Michael; Colton, Simon and Gow, Jeremy. 2016. The ANGELINA videogame design system, part II. IEEE Transactions on Computational Intelligence and AI in Games, 9(3), pp. 254-266. ISSN 1943-068X [Article]

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Cook, Michael; Colton, Simon and Gow, Jeremy. 2016. The ANGELINA Videogame Design System, Part I. IEEE Transactions on Computational Intelligence and AI in Games, 9(2), pp. 192-203. ISSN 1943-068X [Article]

2014

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Cook, Michael; Colton, Simon and Gow, Jeremy. 2014. 'Automating Game Design In Three Dimensions'. In: AISB Symposium on AI and Games. London, United Kingdom. [Conference or Workshop Item]

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Browne, Cameron; Colton, Simon; Cook, Michael; Gow, Jeremy and Baumgarten, Robin. 2014. Towards The Adaptive Generation of Bespoke Game Content. In: Marios. Angelides and Harry Agius, eds. Handbook of Digital Games. John Wiley & Sons, pp. 3-47. ISBN 9781118796443 [Book Section]

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Llano, Maria Teresa; Cook, Michael; Guckelsberger, Christian; Colton, Simon and Hepworth, Rose. 2014. 'Towards the Automatic Generation of Fictional Ideas for Games'. In: Experimental AI in Games (EXAG’14), a workshop collocated with the tenth annual AAAI conference on artificial intelligence and interactive digital entertainment (AIIDE’14). AAAI Publications. Raleigh, United States. [Conference or Workshop Item]

This list was generated on Thu Apr 18 04:53:45 2024 BST.