
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:
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
Showing 21 citing articles:
Procedural game level generation with GANs: potential, weaknesses, and unresolved challenges in the literature
Daniele Fernandes E. Silva, Rafael Torchelsen, Marílton Sanchotene de Aguiar
Multimedia Tools and Applications (2025)
Closed Access | Times Cited: 1
Daniele Fernandes E. Silva, Rafael Torchelsen, Marílton Sanchotene de Aguiar
Multimedia Tools and Applications (2025)
Closed Access | Times Cited: 1
Art and Animation: Procedural Content Generation for Sprite Sheet Creation
Pedro M. Fernandes, Carlos Martinho, Rui Prada
Communications in computer and information science (2025), pp. 215-227
Closed Access
Pedro M. Fernandes, Carlos Martinho, Rui Prada
Communications in computer and information science (2025), pp. 215-227
Closed Access
GFGDA: general framework for generating dungeons with atmosphere
Mohammad Reza Hojatoleslami, Kamran Zamanifar, Zahra Zojaji
Multimedia Tools and Applications (2024) Vol. 83, Iss. 35, pp. 83275-83309
Closed Access | Times Cited: 3
Mohammad Reza Hojatoleslami, Kamran Zamanifar, Zahra Zojaji
Multimedia Tools and Applications (2024) Vol. 83, Iss. 35, pp. 83275-83309
Closed Access | Times Cited: 3
Megadungeon: A Model for Media Complexity
Paolo Berti
magazén (2023), Iss. 2
Open Access | Times Cited: 5
Paolo Berti
magazén (2023), Iss. 2
Open Access | Times Cited: 5
Procedural content generation in pervasive games: state of affairs, mistakes, and successes
Bruno Correia da Silva, José Gilvan Rodrigues Maia, Windson Viana
International Journal of Pervasive Computing and Communications (2024) Vol. 20, Iss. 3, pp. 345-364
Closed Access | Times Cited: 1
Bruno Correia da Silva, José Gilvan Rodrigues Maia, Windson Viana
International Journal of Pervasive Computing and Communications (2024) Vol. 20, Iss. 3, pp. 345-364
Closed Access | Times Cited: 1
Systematic Literature Review of Meta-heuristic Algorithms and their Application in Procedural Content Generation (PCG) in the Context of Computer Games
Sana Alyaseri, Roopak Sinha, Parma Nand
Research Square (Research Square) (2024)
Open Access | Times Cited: 1
Sana Alyaseri, Roopak Sinha, Parma Nand
Research Square (Research Square) (2024)
Open Access | Times Cited: 1
Illuminating the Space of Enemies Through MAP-Elites
Breno M. F. Viana, Leonardo T. Pereira, Cláudio Fabiano Motta Toledo
2021 IEEE Conference on Games (CoG) (2022), pp. 17-24
Open Access | Times Cited: 7
Breno M. F. Viana, Leonardo T. Pereira, Cláudio Fabiano Motta Toledo
2021 IEEE Conference on Games (CoG) (2022), pp. 17-24
Open Access | Times Cited: 7
Dungeon level generation using generative adversarial network: an experimental study for top-down view games
Daniele Fernandes e Silva, Rafael Torchelsen, Marílton Sanchotene de Aguiar
(2023), pp. 95-106
Open Access | Times Cited: 3
Daniele Fernandes e Silva, Rafael Torchelsen, Marílton Sanchotene de Aguiar
(2023), pp. 95-106
Open Access | Times Cited: 3
Feasible–Infeasible Two-Population Genetic Algorithm to evolve dungeon levels with dependencies in barrier mechanics
Breno M. F. Viana, Leonardo T. Pereira, Cláudio Fabiano Motta Toledo, et al.
Applied Soft Computing (2022) Vol. 119, pp. 108586-108586
Closed Access | Times Cited: 4
Breno M. F. Viana, Leonardo T. Pereira, Cláudio Fabiano Motta Toledo, et al.
Applied Soft Computing (2022) Vol. 119, pp. 108586-108586
Closed Access | Times Cited: 4
Illuminating the Space of Dungeon Maps, Locked-Door Missions and Enemy Placement Through Map-Elites
Breno M. F. Viana, Leonardo T. Pereira, Cláudio Fabiano Motta Toledo
SSRN Electronic Journal (2022)
Open Access | Times Cited: 4
Breno M. F. Viana, Leonardo T. Pereira, Cláudio Fabiano Motta Toledo
SSRN Electronic Journal (2022)
Open Access | Times Cited: 4
How to improve the quality of GAN-based map generators
Daniele Fernandes E. Silva, Rafael Torchelsen, Marílton Sanchotene de Aguiar
(2023)
Closed Access | Times Cited: 2
Daniele Fernandes E. Silva, Rafael Torchelsen, Marílton Sanchotene de Aguiar
(2023)
Closed Access | Times Cited: 2
Desarrollo de un Algoritmo Procedimental de Generación de Estructuras para su Implementación en el Desarrollo de un Videojuego 2D
Lenin Acosta Guevara, Félix Óscar Fernández Peña
Ciencia Latina Revista Científica Multidisciplinar (2024) Vol. 7, Iss. 6, pp. 7736-7748
Open Access
Lenin Acosta Guevara, Félix Óscar Fernández Peña
Ciencia Latina Revista Científica Multidisciplinar (2024) Vol. 7, Iss. 6, pp. 7736-7748
Open Access
A mixed-initiative design framework for procedural content generation using reinforcement learning
Paulo Vinícius Moreira Dutra, Saulo Moraes Villela, Raul Fonseca Neto
Entertainment Computing (2024) Vol. 52, pp. 100759-100759
Closed Access
Paulo Vinícius Moreira Dutra, Saulo Moraes Villela, Raul Fonseca Neto
Entertainment Computing (2024) Vol. 52, pp. 100759-100759
Closed Access
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
Procedural Content Generation using Reinforcement Learning and Entropy Measure as Feedback
Paulo Vinicius Moreira Dutra, Saulo Moraes Villela, Raul Fonseca Neto
(2022), pp. 1-6
Closed Access | Times Cited: 2
Paulo Vinicius Moreira Dutra, Saulo Moraes Villela, Raul Fonseca Neto
(2022), pp. 1-6
Closed Access | Times Cited: 2
Auto Generating Maps in a 2D Environment
Lazaros Lazaridis, Konstantinos-Filippos Kollias, George S. Maraslidis, et al.
Lecture notes in computer science (2022), pp. 40-50
Closed Access | Times Cited: 1
Lazaros Lazaridis, Konstantinos-Filippos Kollias, George S. Maraslidis, et al.
Lecture notes in computer science (2022), pp. 40-50
Closed Access | Times Cited: 1
Orchestrating and Adapting of Dungeon Levels, Locked-door Missions, and Enemies
Breno Mauricio de Freitas Viana
(2022)
Open Access | Times Cited: 1
Breno Mauricio de Freitas Viana
(2022)
Open Access | Times Cited: 1
LABIRINTO, GERAÇÃO PROCEDIMENTAL DE NÍVEIS DE DUNGEON TDML E TDCL
THIAGO MELCOP SANT ANNA
(2023)
Open Access
THIAGO MELCOP SANT ANNA
(2023)
Open Access
Generating layout for complex cave-like levels with schematic maps and Cellular Automata
Izabella Antoniuk
Machine Graphics and Vision (2023) Vol. 32, Iss. 2, pp. 45-65
Open Access
Izabella Antoniuk
Machine Graphics and Vision (2023) Vol. 32, Iss. 2, pp. 45-65
Open Access