
OpenAlex is a bibliographic catalogue of scientific papers, authors and institutions accessible in open access mode, named after the Library of Alexandria. It's citation coverage is excellent and I hope you will find utility in this listing of citing articles!
If you click the article title, you'll navigate to the article, as listed in CrossRef. If you click the Open Access links, you'll navigate to the "best Open Access location". Clicking the citation count will open this listing for that article. Lastly at the bottom of the page, you'll find basic pagination options.
Requested Article:
A Survey of Procedural Dungeon Generation
Breno M. F. Viana, Selan Rodrigues dos Santos
(2019) Vol. 57, pp. 29-38
Closed Access | Times Cited: 11
Breno M. F. Viana, Selan Rodrigues dos Santos
(2019) Vol. 57, pp. 29-38
Closed Access | Times Cited: 11
Showing 11 citing articles:
Procedural Dungeon Generation: A Survey
Breno M. F. Viana, Selan Rodrigues dos Santos
Journal on Interactive Systems (2021) Vol. 12, Iss. 1, pp. 83-101
Open Access | Times Cited: 21
Breno M. F. Viana, Selan Rodrigues dos Santos
Journal on Interactive Systems (2021) Vol. 12, Iss. 1, pp. 83-101
Open Access | Times Cited: 21
Procedural generation of 3D karst caves with speleothems
Kai Franke, Heinrich Müller
Computers & Graphics (2021) Vol. 102, pp. 533-545
Closed Access | Times Cited: 8
Kai Franke, Heinrich Müller
Computers & Graphics (2021) Vol. 102, pp. 533-545
Closed Access | Times Cited: 8
Pacing-based Procedural Dungeon Level Generation: Alternating Level Creation to Meet Designer’s Expectations
Ardiawan Bagus Harisa, Wen‐Kai Tai
International Journal of Computing and Digital Systems (2022) Vol. 12, Iss. 1, pp. 401-416
Open Access | Times Cited: 4
Ardiawan Bagus Harisa, Wen‐Kai Tai
International Journal of Computing and Digital Systems (2022) Vol. 12, Iss. 1, pp. 401-416
Open Access | Times Cited: 4
Creating a Newer and Improved Procedural Content Generation (PCG) Algorithm with Minimal Human Intervention for Computer Gaming Development
Lazaros Lazaridis, George F. Fragulis
Computers (2024) Vol. 13, Iss. 11, pp. 304-304
Open Access
Lazaros Lazaridis, George F. Fragulis
Computers (2024) Vol. 13, Iss. 11, pp. 304-304
Open Access
Game Software Engineering: A Controlled Experiment Comparing Automated Content Generation Techniques
Mar Zamorano, África Domingo, Carlos Cetina, et al.
(2024), pp. 302-313
Closed Access
Mar Zamorano, África Domingo, Carlos Cetina, et al.
(2024), pp. 302-313
Closed Access
Toward Co-creative Dungeon Generation via Transfer Learning
Zisen Zhou, Matthew Guzdial
(2021), pp. 1-9
Open Access | Times Cited: 2
Zisen Zhou, Matthew Guzdial
(2021), pp. 1-9
Open Access | Times Cited: 2
A Method for Generating Mazes with Length Constraint using Genetic Programming
Kiotaka Okano, Katsutsugu Matsuyama
(2020), pp. 39-42
Closed Access | Times Cited: 1
Kiotaka Okano, Katsutsugu Matsuyama
(2020), pp. 39-42
Closed Access | Times Cited: 1
Generating Rooms using Generative Grammars and Genetic Algorithms
Artur O. R. Franco, Wellington Franco, José Gilvan Rodrigues Maia, et al.
(2022), pp. 1-6
Closed Access | Times Cited: 1
Artur O. R. Franco, Wellington Franco, José Gilvan Rodrigues Maia, et al.
(2022), pp. 1-6
Closed Access | Times Cited: 1
Automated video game world map synthesis by model-based techniques
Boqi Chen, Dylan Havelock, Connor Plante, et al.
(2020), pp. 1-5
Closed Access
Boqi Chen, Dylan Havelock, Connor Plante, et al.
(2020), pp. 1-5
Closed Access
ALGORITMOS GENÉTICOS PARA GERAÇÃO PROCEDIMENTAL DE NÍVEIS EM JOGOS DIGITAIS
LUCAS FEIJO LOBO DE ANDRADE
(2022)
Open Access
LUCAS FEIJO LOBO DE ANDRADE
(2022)
Open Access
Fractal Coordinates for Incremental Procedural Content Generation
Peter Mawhorter
(2021), pp. 1-10
Open Access
Peter Mawhorter
(2021), pp. 1-10
Open Access