Sources
Below are the sources used in this project, with links where possible. This page will be updated regularly.
Predicting the Behavior of Game Players. 2009. (paper using Space Syntax) http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=5306010
Alderman, Jason, Calvin Ashmore, Katherine Compton, Matthias Shapiro, and Michael Nitsche, The Many Worlds of Charbitat in: Game Set and Match II. ed. by Kas Oosterhuis, Lukas Feireiss, Delft March 29-31, 2006, 57-66. http://egl.gatech.edu/charbitat/publication.html
Dahlskog, Steve and Togelius, Julian. Patterns and Procedural Content Generation. Malmö University. http://julian.togelius.com/Dahlskog2012Patterns.pdf Ichiro Lambe. Procedural Content Generation: Thinking with Modules. Gamasutra. Jul 2012. http://www.gamasutra.com/view/feature/174311/procedural_content_generation_.php
Hillier, Bill. The Social Logic of Space. 1984.
Jennings-Teats, Martin, Gillian Smith and Noah Wardrip-Fruin. Polymorph: A Model for Dynamic Level Generation. University of California Santa Cruz. http://sokath.com/main/files/jenningsteats-aiide10.pdf
Kerssemakers, Manuel, et al. A procedural procedural level generator generator. IEEE Conference on Computational Intelligence and Games (CIG). 2012. http://julian.togelius.com/Kerssemakers2012A.pdf
RogueBasin. http://roguebasin.roguelikedevelopment.org/index.php?title=Main_Page
Joshua Taylor and Parberry, Ian. Procedural Generation of Sokoban Levels. University of North Texas. 2011. http://larc.unt.edu/ian/research/clutter/icec2011.pdf
Taylor, Joshua and Parberry, Ian. Randomness + Structure = Clutter: A Procedural Object Placement Generator. University of North Texas. 2011. http://larc.unt.edu/ian/research/clutter/icec2011.pdf
About
This project is being developed as part of my Master's Thesis option for Georgia Tech's Digital Media program. It is being reviewed and developed under the guidance of Dr. Michael Nitsche and the Digital World Image Group (DWIG).