Abstract is missing.
- Level design as model transformation: a strategy for automated content generationJoris Dormans. [doi]
- SpeedRock: procedural rocks through grammars and evolutionIsaac M. Dart, Gabriele De Rossi, Julian Togelius. [doi]
- PCG-based game design: enabling new play experiences through procedural content generationGillian Smith 0001, Elaine Gan, Alexei Othenin-Girard, Jim Whitehead. [doi]
- Lessons in user interface design in the procedural city generation for games tool Ürban PADLionel Barret, Claudia Vance, G. Michael Youngblood. [doi]
- What is procedural content generation?: Mario on the borderlineJulian Togelius, Emil Kastbjerg, David Schedl, Georgios N. Yannakakis. [doi]
- Semantic constraints for procedural generation of virtual worldsRuben Smelik, Krzysztof Galka, Klaas Jan de Kraker, Frido Kuijper, Rafael Bidarra. [doi]
- Procedural filters for customization of virtual worldsTim Tutenel, Roland van der Linden, Marnix Kraus, Bart Bollen, Rafael Bidarra. [doi]
- Two methods for voxel detail enhancementAdam M. Smith 0001. [doi]
- A prototype quest generator based on a structural analysis of quests from four MMORPGsJonathon Doran, Ian Parberry. [doi]