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PCGames@FDG
2011
2011
2011
Keyphrases
Publications
2011
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, PCGames '11, Bordeaux, France, June 28, 2011
PCGames@FDG
(2011)
Jonathon Doran
,
Ian Parberry
A prototype quest generator based on a structural analysis of quests from four MMORPGs.
PCGames@FDG
(2011)
Joris Dormans
Level design as model transformation: a strategy for automated content generation.
PCGames@FDG
(2011)
Ruben Smelik
,
Krzysztof Galka
,
Klaas Jan de Kraker
,
Frido Kuijper
,
Rafael Bidarra
Semantic constraints for procedural generation of virtual worlds.
PCGames@FDG
(2011)
Isaac M. Dart
,
Gabriele De Rossi
,
Julian Togelius
SpeedRock: procedural rocks through grammars and evolution.
PCGames@FDG
(2011)
Tim Tutenel
,
Roland van der Linden
,
Marnix Kraus
,
Bart Bollen
,
Rafael Bidarra
Procedural filters for customization of virtual worlds.
PCGames@FDG
(2011)
Julian Togelius
,
Emil Kastbjerg
,
David Schedl
,
Georgios N. Yannakakis
What is procedural content generation?: Mario on the borderline.
PCGames@FDG
(2011)
Adam M. Smith
Two methods for voxel detail enhancement.
PCGames@FDG
(2011)
Lionel Barret
,
Claudia Vance
,
G. Michael Youngblood
Lessons in user interface design in the procedural city generation for games tool Ürban PAD.
PCGames@FDG
(2011)
Gillian Smith
,
Elaine Gan
,
Alexei Othenin-Girard
,
Jim Whitehead
PCG-based game design: enabling new play experiences through procedural content generation.
PCGames@FDG
(2011)
2010
Proceedings of the 2010 Workshop on Procedural Content Generation in Games, PCGames '10, Monterey, California, USA, June 18, 2010
PCGames@FDG
(2010)
Joris Dormans
Adventures in level design: generating missions and spaces for action adventure games.
PCGames@FDG
(2010)
Martin Jennings-Teats
,
Gillian Smith
,
Noah Wardrip-Fruin
Polymorph: dynamic difficulty adjustment through level generation.
PCGames@FDG
(2010)
Ruben Smelik
,
Tim Tutenel
,
Klaas Jan de Kraker
,
Rafael Bidarra
Integrating procedural generation and manual editing of virtual worlds.
PCGames@FDG
(2010)
Gillian Smith
,
Jim Whitehead
Analyzing the expressive range of a level generator.
PCGames@FDG
(2010)
Chris Sexton
,
Benjamin Watson
Vectorization of gridded urban land use data.
PCGames@FDG
(2010)
Lawrence Johnson
,
Georgios N. Yannakakis
,
Julian Togelius
Cellular automata for real-time generation of infinite cave levels.
PCGames@FDG
(2010)
Glenn A. Martin
,
Charles E. Hughes
,
Sae Lynne Schatz
,
Denise M. Nicholson
The use of functional L-systems for scenario generation in serious games.
PCGames@FDG
(2010)
Erin J. Hastings
,
Kenneth O. Stanley
Interactive genetic engineering of evolved video game content.
PCGames@FDG
(2010)
Jim Whitehead
Toward proccedural decorative ornamentation in games.
PCGames@FDG
(2010)
Julian Togelius
,
Mike Preuss
,
Georgios N. Yannakakis
Towards multiobjective procedural map generation.
PCGames@FDG
(2010)
Dajana Dimovska
,
Patrick Jarnfelt
,
Sebbe Selvig
,
Georgios N. Yannakakis
Towards procedural level generation for rehabilitation.
PCGames@FDG
(2010)