{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,11]],"date-time":"2026-03-11T17:09:22Z","timestamp":1773248962040,"version":"3.50.1"},"publisher-location":"Cham","reference-count":23,"publisher":"Springer International Publishing","isbn-type":[{"value":"9783319165486","type":"print"},{"value":"9783319165493","type":"electronic"}],"license":[{"start":{"date-parts":[[2015,1,1]],"date-time":"2015-01-01T00:00:00Z","timestamp":1420070400000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.springernature.com\/gp\/researchers\/text-and-data-mining"},{"start":{"date-parts":[[2015,1,1]],"date-time":"2015-01-01T00:00:00Z","timestamp":1420070400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.springernature.com\/gp\/researchers\/text-and-data-mining"}],"content-domain":{"domain":["link.springer.com"],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2015]]},"DOI":"10.1007\/978-3-319-16549-3_25","type":"book-chapter","created":{"date-parts":[[2015,3,16]],"date-time":"2015-03-16T05:30:34Z","timestamp":1426483834000},"page":"305-317","update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":12,"title":["A Procedural Method for Automatic Generation of Spelunky Levels"],"prefix":"10.1007","author":[{"given":"Walaa","family":"Baghdadi","sequence":"first","affiliation":[]},{"given":"Fawzya Shams","family":"Eddin","sequence":"additional","affiliation":[]},{"given":"Rawan","family":"Al-Omari","sequence":"additional","affiliation":[]},{"given":"Zeina","family":"Alhalawani","sequence":"additional","affiliation":[]},{"given":"Mohammad","family":"Shaker","sequence":"additional","affiliation":[]},{"given":"Noor","family":"Shaker","sequence":"additional","affiliation":[]}],"member":"297","published-online":{"date-parts":[[2015,3,17]]},"reference":[{"key":"25_CR1","volume-title":"Procedural Content Generation in Games: A Textbook and an Overview of Current Research","author":"N Shaker","year":"2014","unstructured":"Shaker, N., Togelius, J., Nelson, M.J.: Procedural Content Generation in Games: A Textbook and an Overview of Current Research. Springer, New York (2014)"},{"key":"25_CR2","series-title":"Lecture Notes in Computer Science","doi-asserted-by":"publisher","first-page":"141","DOI":"10.1007\/978-3-642-12239-2_15","volume-title":"Applications of Evolutionary Computation","author":"J Togelius","year":"2010","unstructured":"Togelius, J., Yannakakis, G.N., Stanley, K.O., Browne, C.: Search-based procedural content generation. In: Di Chio, C., et al. (eds.) EvoApplicatons 2010, Part I. LNCS, vol. 6024, pp. 141\u2013150. Springer, Heidelberg (2010)"},{"key":"25_CR3","doi-asserted-by":"crossref","unstructured":"Hastings, E.J., Guha, R.K., Stanley, K.O.: Evolving content in the galactic arms race video game. In: Proceedings of the 5th International Conference on Computational Intelligence and Games, pp. 241\u2013248. IEEE (2009)","DOI":"10.1109\/CIG.2009.5286468"},{"key":"25_CR4","doi-asserted-by":"crossref","unstructured":"Shaker, N., Nicolau, M., Yannakakis, G.N., Togelius, J., ONeill, M.: Evolving levels for super mario bros using grammatical evolution. In: IEEE Conference on Computational Intelligence and Games (CIG), pp. 304\u2013311 (2012)","DOI":"10.1109\/CIG.2012.6374170"},{"key":"25_CR5","unstructured":"Togelius, J., Nardi, R.D., Lucas, S.M.: Making racing fun through player modeling and track evolution. In: Proceedings of the SAB 2006 Workshop on Adaptive Approaches for Optimizing Player Satisfaction in Computer and Physical Games (2006)"},{"key":"25_CR6","unstructured":"Shaker, M., Shaker, N., Togelius, J.: Evolving playable content for cut the rope through a simulation-based approach. In: Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (2013)"},{"key":"25_CR7","unstructured":"Blizzard North: Diablo, Blizzard Entertainment, Ubisoft and Electronic Arts (1997)"},{"key":"25_CR8","unstructured":"Mojang: Minecraft, Mojang and Microsoft Studios (2011)"},{"key":"25_CR9","unstructured":"Maxis: Spore, Electronic Arts (2008)"},{"key":"25_CR10","unstructured":"Yu, D., Hull, A.: Spelunky, Independent (2009)"},{"key":"25_CR11","doi-asserted-by":"crossref","unstructured":"Scales, D., Thompson, T.: Spelunkbots api-an ai toolset for spelunky. In: 2014 IEEE Conference on Computational Intelligence and Games (CIG), pp. 1\u20138. IEEE (2014)","DOI":"10.1109\/CIG.2014.6932872"},{"key":"25_CR12","series-title":"Lecture Notes in Computer Science","doi-asserted-by":"publisher","first-page":"63","DOI":"10.1007\/978-3-642-20525-5_7","volume-title":"Applications of Evolutionary Computation","author":"L Cardamone","year":"2011","unstructured":"Cardamone, L., Yannakakis, G.N., Togelius, J., Lanzi, P.L.: Evolving interesting maps for a first person shooter. In: Di Chio, C., et al. (eds.) EvoApplications 2011, Part I. LNCS, vol. 6624, pp. 63\u201372. Springer, Heidelberg (2011)"},{"key":"25_CR13","unstructured":"Shaker, N., Shaker, M., Abuabdallah, I., Zonjy, M., Sarhan, M.H.: A quantitative approach for modeling and personalizing player experience in first-person shooter games (2013)"},{"key":"25_CR14","volume-title":"A Theory of Fun for Game Design","author":"R Koster","year":"2004","unstructured":"Koster, R.: A Theory of Fun for Game Design. Paraglyph Press, Phoenix (2004)"},{"key":"25_CR15","doi-asserted-by":"crossref","unstructured":"Malone, T.: What makes computer games fun? ACM (1981)","DOI":"10.1145\/800276.810990"},{"issue":"4","key":"25_CR16","doi-asserted-by":"publisher","first-page":"31","DOI":"10.1145\/1232743.1232769","volume":"50","author":"J Chen","year":"2007","unstructured":"Chen, J.: Flow in games (and everything else). Commun. ACM 50(4), 31\u201334 (2007)","journal-title":"Commun. ACM"},{"key":"25_CR17","unstructured":"Sorenson, N., Pasquier, P.: The evolution of fun: automatic level design through challenge modeling. In: Proceedings of the First International Conference on Computational Creativity (ICCCX), Lisbon, Portugal, pp. 258\u2013267. ACM (2010)"},{"key":"25_CR18","unstructured":"Rani, P., Sarkar, N., Liu, C.: Maintaining optimal challenge in computer games through real-time physiological feedback. In: Proceedings of the 1st International Conference on Augmented Cognition, Las Vegas, NV, pp. 184\u2013192 (2005)"},{"key":"25_CR19","unstructured":"Horn, B., Dahlskog, S., Shaker, N., Smith, G., Togelius, J.: A comparative evaluation of procedural level generators in the mario ai framework (2014)"},{"issue":"2","key":"25_CR20","doi-asserted-by":"publisher","first-page":"189","DOI":"10.1162\/EVCO_a_00025","volume":"19","author":"J Lehman","year":"2011","unstructured":"Lehman, J., Stanley, K.O.: Abandoning objectives: evolution through the search for novelty alone. Evol. Comput. 19(2), 189\u2013223 (2011)","journal-title":"Evol. Comput."},{"issue":"1","key":"25_CR21","doi-asserted-by":"publisher","first-page":"91","DOI":"10.1162\/EVCO_a_00048","volume":"20","author":"J-B Mouret","year":"2012","unstructured":"Mouret, J.-B., Doncieux, S.: Encouraging behavioral diversity in evolutionary robotics: an empirical study. Evol. Comput. 20(1), 91\u2013133 (2012)","journal-title":"Evol. Comput."},{"key":"25_CR22","unstructured":"Woolley, B.G., Stanley, K.O.: Exploring promising stepping stones by combining novelty search with interactive evolution. arXiv preprint arXiv:1207.6682 (2012)"},{"key":"25_CR23","doi-asserted-by":"crossref","unstructured":"Liapis, A., Yannakakis, G.N., Togelius, J.: Enhancements to constrained novelty search: two-population novelty search for generating game content. In: Proceeding of the Fifteenth Annual Conference on Genetic and Evolutionary Computation Conference, pp. 343\u2013350. ACM (2013)","DOI":"10.1145\/2463372.2463416"}],"container-title":["Lecture Notes in Computer Science","Applications of Evolutionary Computation"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/link.springer.com\/content\/pdf\/10.1007\/978-3-319-16549-3_25","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2023,2,20]],"date-time":"2023-02-20T22:56:06Z","timestamp":1676933766000},"score":1,"resource":{"primary":{"URL":"https:\/\/link.springer.com\/10.1007\/978-3-319-16549-3_25"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2015]]},"ISBN":["9783319165486","9783319165493"],"references-count":23,"URL":"https:\/\/doi.org\/10.1007\/978-3-319-16549-3_25","relation":{},"ISSN":["0302-9743","1611-3349"],"issn-type":[{"value":"0302-9743","type":"print"},{"value":"1611-3349","type":"electronic"}],"subject":[],"published":{"date-parts":[[2015]]},"assertion":[{"value":"17 March 2015","order":1,"name":"first_online","label":"First Online","group":{"name":"ChapterHistory","label":"Chapter History"}}]}}