Abstract is missing.
- Designing a Combined World and Story Procedural Content Generation EngineBrenden Lech, Sasha Azad, Jennifer Wellnitz, Joel Jonasson, Chris Martens. [doi]
- Guiding Generative Graph Grammars of Dungeon Mission Graphs via ExamplesAbdelrahman Madkour, Stacy Marsella, Casper Harteveld, Magy Seif El-Nasr, Jan-Willem van de Meent. [doi]
- BeClone: Behavior Cloning with Inference for Real-Time Strategy GamesDerek Martin, Arnav Jhala. [doi]
- An Agent Framework for Manipulation GamesJavier M. Torres. [doi]
- Pathfinding and Map Feature Learning in RTS Games with Partial ObservabilityHao Pan. [doi]
- Towards an AI Holodeck: Generating Virtual Scenes from Sparse Natural Language InputJason Smith 0005, Nazanin Alsadat Tabatabaei Anaraki, Atefeh Mahdavi Goloujeh, Karan Khosla, Brian Magerko. [doi]
- Casual Creation of Tile Maps via Authorable Constraint-Based GeneratorsDan Carpenter, John Thomas Bacher, Henry Crain, Chris Martens. [doi]
- Argument BoxRehaf Aljammaz, Yasheng She, Michael Mateas. [doi]
- Design Considerations for Creating AI-based GameplayBen Samuel, Mike Treanor, Joshua McCoy. [doi]
- Drawcto: A Multi-Agent Co-Creative AI for Collaborative Non-Representational ArtManoj Deshpande, Brian Magerko. [doi]
- Demo: Synthesis-Enabled Live Coding on the WebKat Pompermayer, Catherine Ji, Hannah Macias, Mark Santolucito. [doi]
- Answer Set Programming for PCG: the Good, the Bad, and the UglyIan Horswill. [doi]
- Procedural Content Generation using Behavior Trees (PCGBT)Anurag Sarkar, Seth Cooper. [doi]
- Asterism: Operational Logics as a Game Engine EngineJoseph C. Osborn, Cynthia Li, Katiana Wieser. [doi]
- Open Player Modeling: Empowering Players through Data TransparencyJichen Zhu, Magy Seif El-Nasr. [doi]
- Opportunities for Approachable Game Development via Program SynthesisMax Kreminski, Michael Mateas. [doi]
- Intertwining World and Narrative Generation for a Mobile Role-playing GameJoel Jonasson, Brenden Lech, Sasha Azad, Chris Martens. [doi]
- Casual Creator Cursed Problems or: How I Learned to Start Worrying And Love DesignersAdam Summerville, Ben Samuel, James Owen Ryan, Liz England. [doi]
- AgentCraft: An Agent-Based Minecraft Settlement GeneratorAri Iramanesh, Max Kreminski. [doi]
- Types for PlayersJacques Carette, Sasha Soraine. [doi]
- A First-Order Theory of Film Scores for Generation from Lightweight SpecificationsHalley Young. [doi]
- First-Person Realtime Collaborative Metaprogramming AdventuresRiemer van Rozen, Youri Reijne, Clement Julia, Georgia Samaritaki. [doi]
- TileTerror: A System for Procedurally Generating 2D Horror MapsArunpreet Sandhu, Kyle Mitchell, Joshua McCoy. [doi]
- Conversation Starter: Imagining Autotelic IDEsKate Compton. [doi]
- Centrifuge: A Visual Tool for Authoring Sifting Patterns for Character-Based Simulationist StoryWorldsShi Johnson-Bey, Michael Mateas. [doi]
- A Component-based Game Engine for the Game-O-Mat Game Generation SystemMike Treanor. [doi]
- Wordgrind: a Logic Programming Language for Creating Quality-Based NarrativeJan Wanot. [doi]