參考文獻
中文文獻
王漢偉(民 101)。平台動作解謎遊戲設計流程研究(碩士論文)。國立台北教育大學,台北市胡哲豪(民 103)。Pac-Man遊戲之關卡自動生成與難易度評估(碩士論文)。國立東華大學,花蓮縣郭文文, 王爍(2013)。基於心流理論的手機遊戲動態難度設計研究. 藝術與設計(理論), 11, 040.
鄭程元(民 103)。Pac-Man遊戲之關卡自動生成與難易度評估(碩士論文)。國立東華大學,花蓮縣Meigs, T. (2004). 大師談遊戲製作。台北市:上奇科技股份有限公司Rollings, A., & Adams, E. (2003). 大師談遊戲設計。 台北市:上奇科技股份有限公司
Rollings, A., & Morris, D. (2004). 大師談遊戲架構與設計理論 (史萊姆工作室譯)。台北市:上奇科技股份有限公司
英文文獻
Adams, E. (2013). Fundamentals of Game Design. New Riders.
Ashlock, D., Lee, C., & McGuinness, C. (2011). Search-based procedural generation of maze-like levels. Computational Intelligence and AI in Games, IEEE Transactions on, 3(3), 260-273.
CaptainKraft (2013, October 30). Create a Procedurally Generated Dungeon Cave System. Tutsplus. Retrieved March 2, 2015, from the World Wide Web: http://gamedevelopment.tutsplus.com/tutorials/create-a-procedurally-generated-dungeon-cave-system--gamedev-10099
Dormans, J. (2010, June). Adventures in level design: generating missions and spaces for action adventure games. In Proceedings of the 2010 Workshop on Procedural Content Generation in Games (p. 1). ACM.
Hallengren, A., & Svensson, M. (2013). Dynamic difficulty adjustment for roleplaying games (Doctoral dissertation, Sweden: School of Planning and Media Design).
Hao, Y. N., He, S., Wang, J., Liu, X., Yang, J., & Huang, W. (2010, August). Dynamic difficulty adjustment of game AI by MCTS for the game Pac-Man. In Natural Computation (ICNC), 2010 Sixth International Conference on (Vol. 8, pp. 3918-3922). IEEE.
Hunicke, R., & Chapman, V. (2004, July). AI for dynamic difficulty adjustment in games. In Challenges in Game Artificial Intelligence AAAI Workshop (Vol. 2, p. 1). sn.
Jennings-Teats, M., Smith, G., & Wardrip-Fruin, N. (2010, June). Polymorph: dynamic difficulty adjustment through level generation. In Proceedings of the 2010 Workshop on Procedural Content Generation in Games (p. 11). ACM.
Jennings-Teats, M., Smith, G., & Wardrip-Fruin, N. (2010, October). Polymorph: A model for dynamic level generation. In Sixth Artificial Intelligence and Interactive Digital Entertainment Conference.
Johnson, L., Yannakakis, G. N., & Togelius, J. (2010, June). Cellular automata for real-time generation of infinite cave levels. In Proceedings of the 2010 Workshop on Procedural Content Generation in Games (p. 10). ACM.
Pedersen, K., (2014, April 30). Procedural Level Generation in Games using a Cellular Automaton. Raywenderlich. Retrieved December 18, 2014, from the World Wide Web:http://www.raywenderlich.com/66062/procedural-level-generation-games-using-cellular-automaton-part-1
Liapis, A., Martinez, H. P., Togelius, J., & Yannakakis, G. N. (2013, August). Adaptive game level creation through rank-based interactive evolution. In Computational Intelligence in Games (CIG), 2013 IEEE Conference on (pp. 1-8). IEEE.
McGuire, M., & Jenkins, O. C. (2008). Creating games: Mechanics, content, and technology. CRC Press.
Mourato, F., dos Santos, M. P., & Birra, F. (2011, November). Automatic level generation for platform videogames using genetic algorithms. In Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology (p. 8). ACM.
Nygren, N., Denzinger, J., Stephenson, B., & Aycock, J. (2011, August). User-preference-based automated level generation for platform games. In Computational Intelligence and Games (CIG), 2011 IEEE Conference on (pp. 55-62). IEEE.
Procedural Content Generation Wiki (2013, October 30). Drunkard Walk. Procedural Content Generation Wiki. Retrieved March 25, 2015, from the World Wide Web:http://pcg.wikidot.com/pcg-algorithm:drunkard-walk
RIXGAMES (2013, October 30). Procedural Dungeon Generation. LEARNING GEEK BLOG. Retrieved January 30, 2015, from the World Wide Web:https://learninggeekblog.wordpress.com/2013/10/30/procedural-dungeon-generation-part1/
Schell, J. (2008). The Art of Game Design: A book of lenses. CRC Press.
Smith, G., Gan, E., Othenin-Girard, A., & Whitehead, J. (2011, June). PCG-based game design: enabling new play experiences through procedural content generation. In Proceedings of the 2nd International Workshop on Procedural Content Generation in Games (p. 7). ACM.
Smith, G., Whitehead, J., & Mateas, M. (2010, June). Tanagra: A mixed-initiative level design tool. In Proceedings of the Fifth International Conference on the Foundations of Digital Games (pp. 209-216). ACM.
Tan, C. H., Tan, K. C., & Tay, A. (2011). Dynamic game difficulty scaling using adaptive behavior-based AI. Computational Intelligence and AI in Games, IEEE Transactions on, 3(4), 289-301.
Tanya X. Short (2014, April 02). Level Design in Procedural Generation. Gamasutra. Retrieved December 12, 2014, from the World Wide Web:http://www.gamasutra.com/blogs/TanyaXShort/20140204/209176/Level_Design_in_Procedural_Generation.php
Toni S. (2013, August 12). Game Design Theory Applied: The Flow Channel. Gamasutra. Retrieved April 5, 2015, from the World Wide Web:http://www.gamasutra.com/blogs/ToniSala/20131208/206535/Game_Design_Theory_Applied_The_Flow_Channel.php
Valtchanov, V., & Brown, J. A. (2012, June). Evolving dungeon crawler levels with relative placement. In Proceedings of the Fifth International C* Conference on Computer Science and Software Engineering (pp. 27-35). ACM.
Green, W.,(2008, June 19). Big Game Hunter. London. TIME. Retrieved March 22, 2015, from the World Wide Web:http://content.time.com/time/specials/2007/article/0,28804,1815747_1815707_1815665,00.html
Yannakakis, G. N., & Togelius, J. (2011). Experience-driven procedural content generation. Affective Computing, IEEE Transactions on, 2(3), 147-161.
Zackariasson, P., & Wilson, T. L. (2012). The Video Game Industry: Formation, Present State, and Future (Vol. 24). Routledge.
Zook, A., & Riedl, M. O. (2012, July). A Temporal Data-Driven Player Model for Dynamic Difficulty Adjustment. In AIIDE.
Zook, A., Fruchter, E., & Riedl, M. O. (2014). Automatic playtesting for game parameter tuning via active learning. In Proceedings of the 9th International Conference on the Foundations of Digital.