Abstract is missing.
- Modeling Urban Environments from Geospatial Data: A Pipeline for Procedural ModelingDiego Jesus, António Coelho, Carlos Rebelo, André Cardoso. [doi]
- Procedural Generation of Narrative Puzzles in Adventure Games: The Puzzle-Dice SystemClara Fernández-Vara, Alec Thomson. [doi]
- Generating Emergent Physics for Action-Adventure GamesJoris Dormans. [doi]
- Using gameplay semantics to procedurally generate player-matching game worldsRicardo Lopes, Tim Tutenel, Rafael Bidarra. [doi]
- Anza Island: Novel Gameplay Using ASPKate Compton, Adam M. Smith, Michael Mateas. [doi]
- Skill-based Mission Generation: A Data-driven Temporal Player Modeling ApproachAlexander Zook, Stephen Lee-Urban, Michael R. Drinkwater, Mark O. Riedl. [doi]
- Sharing Authoring with Algorithms: Procedural Generation of Satellite Sentences in Text-based Interactive StoriesAaron A. Reed. [doi]
- In Search of Patterns: Disrupting RPG Classes through Procedural Content GenerationAlex Pantaleev. [doi]
- Fast exact graph matching using adjacency matricesMarlon Etheredge. [doi]
- Generating Responsive Life-Like Biped CharactersBen Kenwright. [doi]
- Designing Semantic Game WorldsJassin Kessing, Tim Tutenel, Rafael Bidarra. [doi]
- Game-O-Matic: Generating Videogames that Represent IdeasMike Treanor, Bryan Blackford, Michael Mateas, Ian Bogost. [doi]
- Compositional procedural content generationJulian Togelius, Tróndur Justinussen, Anders Hartzen. [doi]