Abstract is missing.
- Towards multiobjective procedural map generationJulian Togelius, Mike Preuss, Georgios N. Yannakakis. [doi]
- Interactive genetic engineering of evolved video game contentErin J. Hastings, Kenneth O. Stanley. [doi]
- Toward proccedural decorative ornamentation in gamesJim Whitehead. [doi]
- Polymorph: dynamic difficulty adjustment through level generationMartin Jennings-Teats, Gillian Smith 0001, Noah Wardrip-Fruin. [doi]
- Analyzing the expressive range of a level generatorGillian Smith 0001, Jim Whitehead. [doi]
- Adventures in level design: generating missions and spaces for action adventure gamesJoris Dormans. [doi]
- The use of functional L-systems for scenario generation in serious gamesGlenn A. Martin, Charles E. Hughes, Sae Lynne Schatz, Denise M. Nicholson. [doi]
- Integrating procedural generation and manual editing of virtual worldsRuben Smelik, Tim Tutenel, Klaas Jan de Kraker, Rafael Bidarra. [doi]
- Cellular automata for real-time generation of infinite cave levelsLawrence Johnson, Georgios N. Yannakakis, Julian Togelius. [doi]
- Towards procedural level generation for rehabilitationDajana Dimovska, Patrick Jarnfelt, Sebbe Selvig, Georgios N. Yannakakis. [doi]
- Vectorization of gridded urban land use dataChris Sexton, Benjamin Watson. [doi]