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A basis for such a theory is contained in the important papers of Nyquist and Hartley on this subject. In the present paper we will extend the theory to include a number of new factors, in particular the effect of noise in the channel, and the savings possible due to the statistical structure of the original message and due to the nature of the final destination of the information.''\n-\\item[Web link:] \\url{http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6773024}\n-\\item[Full text link:] \\url{http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6773024}\n-\\item[Comments:] This is a seminal article, which laid the foundations for what we now call information theory.\n-\tIt has been cited more than $76\\,000$ times, making it one of the most-cited articles in computer science.\n+\\item[Title:] Launchpad: A Rhythm-Based Level Generator for 2-D Platformers\n+\\item[Citation:] \\cite{smith:launchpad}\n+\\item[Abstract:] ``Launchpad is an autonomous level generator that is based on a formal model of 2-D platformer level design. Levels are built out of small segments called “rhythm groups,” which are generated using a two-tiered, grammar-based approach. These segments are pieced together into complete levels that are then rated according to a set of design heuristics. Generation can be controlled using a set of parameters that influence the level pacing and geometry. The approach minimizes the amount of content that must be manually authored: instead of piecing together large segments of a level, Launchpad uses base components that are commonly found in a number of 2-D platformers. Launchpad produces an impressive variety of levels which are all guaranteed to be playable.''\n+\\item[Web link:] \\url{http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=5648340}\n+\\item[Full text link:] \\url{https://users.soe.ucsc.edu/~ejw/papers/launchpad-smith-tciaig-2011.pdf}\n+\\item[Comments:] I found this article on the IEEE Xplore database. It is relevant to the essay as it is about a tool for procedurally generating levels for 2D platform games based on the flow of the level. It is published by IEEE, so it is from a reputable publisher.\n \\end{description}\n \n \\section*{Paper 2}\n \\begin{description}\n-\\item[Title:] Title of paper\n-\\item[Citation:] \\cite{bibtex_key}\n-\\item[Abstract:] Copy and paste the abstract here\n-\\item[Web link:] Give the URL of the paper in IEEE Xplore, ACM Digital Library, or similar\n-\\item[Full text link:] Give the URL of a downloadable PDF of the paper, if you can find one\n-\\item[Comments:] Write a few sentences on how you found the article and why you believe it is relevant and/or important.\n+\\item[Title:] Procedural level generation using occupancy-regulated 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