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PCG Workshop

THE 16TH WORKSHOP ON PROCEDURAL CONTENT GENERATION (PCG2025)

Paper Database

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Literally Unplayable: On Constraint-Based Generation of Uncompletable Levels

2024

Seth Cooper, Mahsa Bazzaz

arcadeconstraint/declarativelevels/worldsplatformers
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AutoVyaz: Automating the Formation of Slavic Calligraphy Ligatures

2024

Alexey Tikhonov

architecture / decorationconstraint/declarative
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Solution Path Heuristics for Predicting Difficulty and Enjoyment Ratings of Roguelike Level Segments

2024

Colan Biemer, Seth Cooper

evaluationlevels/worldsmachine learningother games
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Translating Between Game Generators with Asterism and Ceptre

2024

Cynthia Li, Joseph Osborn

constraint/declarativegamesother games
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Towards Generating Surprising Content in 2D Platform Games

2024

Chandranil Chakraborttii, Lucas Ferreirra

artificial evolutionevaluationlevels/worldsplatformers
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A Framework to Even-Out Racetrack Bias

2024

Mirkamil Majid, Roger Crawfis

drivingmodelingother content
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Experiments in Motivating Exploratory Agents

2024

Bobby Khaleque, Michael Cook, Jeremy Gow

adventureevaluationlevels/worldsmodelingother games
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Hunt Takes Hare: Theming Games Through Game-Word Vector Translation

2024

Youn?s Rabii, Michael Cook

NLPother contentother gamestabletop
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Mixed-initiative generation of virtual worlds - a comparative study on the cognitive load of WFC and HSWFC

2024

Shaad Alaka, Rafael Bidarra

design toolsevaluationgraphics 2d/3d
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Prompt Wrangling: On Replication and Generalization in Large Language Models for PCG Levels

2024

Arash Moradi Karkaj, Mark J. Nelson, Ioannis Koutis, Amy K. Hoover

casuallevels/worldsLLM
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The Puzzle Forecast: Tutorial Analytics Predict Trial and Error

2024

Dennis Vet, Riemer van Rozen

design toolsother contentother games
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That Darned Sandstorm: A Study of Procedural Generation through Archaeological Storytelling

2023

Florence Smith Nicholls and Michael Cook

adventureother gamesstories
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Interactive Latent Variable Evolution for the Generation of Minecraft Structures

2023

Tim Merino, M Charity and Julian Togelius

architecture / decorationartificial evolutioncraftingmachine learning
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Lode Enhancer: Level Co-creation Through Scaling

2023

Debosmita Bhaumik, Julian Togelius, Georgios N. Yannakakis and Ahmed Khalifa

design toolsexpressive rangelevels/worldsmachine learningother gamesplatformers
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Hierarchical Semantic Wave Function Collapse

2023

Shaad Alaka and Rafael Bidarra

constraint/declarativedesign toolslevels/worldsother games
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Level Generation Through Large Language Models

2023

Graham Todd, Sam Earle, Muhammad Nasir, Michael Green and Julian Togelius

evaluationexpressive rangelevels/worldsmachine learningmazeNLPother games
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"Generator's Haunted": A Brief, Spooky Account of Hauntological Effects in the Player Experience of Procedural Generation

2023

Max Kreminski

design patternsmodeling
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Sturgeon-MKIII: Simultaneous Level and Example Playthrough Generation via Constraint Satisfaction with Tile Rewrite Rules

2023

Seth Cooper

casualconstraint/declarativedesign toolslevels/worldsother gamesplatformers
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Re-trainable Procedural Level Generation via Machine Learning (RT-PLGML) as Game Mechanic

2023

Seth Cooper, Emily Halina, Jichen Zhu and Matthew Guzdial

constraint/declarativelevels/worldsmachine learningother games
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Conceptual Art Made Real: Why Procedural Content Generation is Impossible

2023

Isaac Karth and Kate Compton

design patternsexpressive range
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A General-Purpose Expressive Algorithm for Room-based Environments

2022

Konstantinos Sfikas, Antonios Liapis, Georgios N. Yannakakis

artificial evolutiondesign toolsexpressive rangelevels/worldsother gamesRPGsshooters
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Entropy Lost: Nintendo?s Not-So-Random Sequence of 32,767 Bits

2022

Trang Ngo, Aaron Williams

games
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miWFC - Designer empowerment through mixed-initiative Wave Function Collapse

2022

Thimen S. L. Langendam, Rafael Bidarra

arcadeconstraint/declarativedesign toolsgraphics 2d/3dlevels/worldsother games
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Mutation Models: Learning to Generate Levels by Imitating Evolution

2022

Ahmed Khalifa, Michael Green, Julian Togelius

arcadeartificial evolutionexpressive rangelevels/worldsmachine learningmodelingplatformersRPGs
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Representing Exploration in Metroidvania Games: A demo of the 'exploration' Python library

2022

Peter A. Mawhorter, Indira Ruslanova, Ross Mawhorter

arcadedesign patternsgames
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The Randomizer Community does Procedural Content Generation Research

2022

Ross Mawhorter, Peter A. Mawhorter, Adam Smith

arcadegamesvision
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TropeTwist: Trope-based Narrative Structure Generation

2022

Aberto Alvarez, Jose Font

adventurearcadeartificial evolutiondesign patternsdesign toolsRPGsstories
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Procedural Game Level Design to Trigger Spatial Exploration

2022

Pedro Acevedo, Minsoo Choi, Huimin Liu, Dominic Kao, Christos Mousas

levels/worldsplanning
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Learning Controllable 3D Level Generators

2022

Zehua Jiang, Sam Earle, Michael Green, Julian Togelius

design toolsexpressive rangelevels/worldsmachine learningmaze
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A Procedural Model for Diverse Tree Species

2022

Rama Hoetzlein

design toolsexpressive rangegraphics 2d/3d
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Debugging Procedural Level Designs with Mental Maps

2022

Riemer van Rozen, Georgia Samaritaki, Joris Dormans

constraint/declarativedesign toolslevels/worlds
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The Fun Facets of Mario: Multifaceted Experience-Driven PCG via Reinforcement Learning

2022

Ziqi Wang, Julian Liu, Georgios N. Yannakakis

levels/worldsmachine learningmodelingplatformersreal-time change
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Ensemble Learning for Mega Man Level Generation

2021

Bowei Li, Ruohan Chen, Yuqing Xue, Ricky Wang, Wenwen Li, Matthew Guzdial

levels/worldsmachine learningmodelingplatformers
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Toward Co-Creative Dungeon Generation via Transfer Learning

2021

Zisen Zhou, Matthew Guzdial

levels/worldsmachine learningmodeling
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Comparing PCG Metrics with Human Evaluation in Minecraft Settlement Generation

2021

Jean-Baptiste Herve, Christoph Salge

evaluationlevels/worldsother games
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Gram-Elites: N-Gram Based Quality-Diversity Search

2021

Colan Biemer, Alejandro Hervella, Seth Cooper

artificial evolutionlevels/worldsmachine learningmodelingplatformers
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Tessera: A Practical System for Extended WaveFunctionCollapse

2021

Adam Newgas

constraint/declarativedesign toolslevels/worldsreal-world simulation
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TaikoNation: Patterning-focused Chart Generation for Rhythm Action Games

2021

Emily Halina, Matthew Guzdial

arcadelevels/worldsmachine learningmodelingother games
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Generating Lode Runner Levels by Learning Player Paths with LSTMs

2021

Kynan Sorochan, Jerry Chen, Yakun Yu, Matthew Guzdial

levels/worldsmachine learningmodelingplatformers
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10 Years of the PCG workshop: Past and Future Trends

2020

Antonios Liapis

vision
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Procedural Generation using Quantum Computation

2020

James Wootton

graphics 2d/3dlevels/worlds
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Procedural Content Generation of Puzzle Games using Parameterized Generative Adversarial Networks

2020

Andreas Hald, Jens Struckmann Hansen, Paolo Burelli, and Jeppe Kristensen

casualevaluationexpressive rangelevels/worldsmachine learning
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Procedural Generation of Interactive Stories using Language Models

2020

Jonas Freiknecht and Wolfgang Effelsberg

adventureevaluationmachine learningstories
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M.I.N.U.E.T.: Procedural Musical Accompaniment for Textual Narratives

2020

Mehak Maniktala, Chris Miller, Aaron Margolese-Malin, Arnav Jhala, and Chris Martens

evaluationmachine learningNLPother content
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Multi-Objective Level Generator Generation with Marahel

2020

Ahmed Khalifa and Julian Togelius

action adventureartificial evolutioncasualconstructiveevaluationlevels/worlds
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Sequential Segment-based Level Generation and Blending using Variational Autoencoders

2020

Anurag Sarkar and Seth Cooper

evaluationlevels/worldsmachine learningplatformers
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Spatial Layout of Procedural Dungeons Using Linear Constraints and SMT Solvers

2020

Jim Whitehead

action adventureconstraint/declarativeevaluationexpressive rangelevels/worlds
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Tabletop Roleplaying Games as Procedural Content Generators

2020

Matthew Guzdial, Devi Acharya, Max Kreminski, Mike Cook, Mirjam Eladhari, Antonios Liapis, and Anne Sullivan

RPGsvision
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Addressing the Fundamental Tension of PCGML with Discriminative Learning

2019

Isaac Karth and Adam M. Smith

constraint/declarativedesign toolsgraphics 2d/3dmachine learning
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Organic Building Generation in Minecraft

2019

Michael Cerny Green, Christoph Salge, and Julian Togelius

constructivecraftingevaluationlevels/worlds
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Two-step Constructive Approaches for Dungeon Generation

2019

Michael Cerny Green, Ahmed Khalifa, Athoug Alsoughayer, Divyesh Surana, Antonios Liapis, and Julian Togelius

action adventureconstructiveevaluationexpressive rangelevels/worlds
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A Generalized Semantic Representation for Procedural Generation of Rooms

2019

J. Timothy Balint and Rafael Bidarra

architecture / decorationreal-world simulation
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Generators that Read

2019

Max Kreminski, Isaac Karth, and Noah Wardrip-Fruin

other contentvision
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Stories of the Town: Balancing Character Autonomy and Coherent Narrative in Procedurally Generated Worlds

2019

Chris Miller, Mayank Dighe, Chris Martens, and Arnav Jhala

grammarsplanningstories
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Anarchy: A Library for Incremental Chaos

2019

Peter Mawhorter

casualother content
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TownSim: Agent-based city evolution for naturalistic road network generation

2019

Asiiah Song and Jim Whitehead

constructiveevaluationexpressive rangelevels/worldsreal-world simulation
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Cozy Mystery Construction Kit: Prototyping Toward an AI-Assisted Collaborative Storytelling Mystery Game

2019

Max Kreminski, Devi Acharya, Nick Junius, Elisabeth Oliver, Kate Compton, Melanie Dickinson, Cyril Focht, Stacey Mason, Stella Mazeika, and Noah Wardrip-Fruin

constraint/declarativestoriestabletop
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Design-Centric Maze Generation

2019

Paul Hyunjin Kim, Jacob Grove, Skylar Wurster, and Roger Crawfis

casualdesign toolsevaluationlevels/worldsmachine learningmaze
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Evolving Maps and Decks for Ticket to Ride

2018

Fernando de Mesentier Silva, Scott Lee, Julian Togelius, and Andy Nealen

artificial evolutionevaluationlevels/worldstabletop
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Generative Design in Minecraft (GDMC): Settlement Generation Competition

2018

Christoph Salge, Michael Cerny Green, Rodgrigo Canaan, and Julian Togelius

constructivecraftinglevels/worlds
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Fostering Creativity in the Mixed-Initiative Evolutionary Dungeon Designer

2018

Alberto Alvarez, Steve Dahlskog, Jose Font, Johan Holmberg, Chelsi Nolasco, and Axel Österman

action adventureartificial evolutiondesign patternsdesign toolsevaluationlevels/worlds
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Pairing Character Classes in a Deathmatch Shooter Game via a Deep-Learning Surrogate Model

2018

Daniel Karavolos, Antonios Liapis, and Georgios N. Yannakakis

artificial evolutionevaluationmachine learningmechanicsshooters
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Graph-based Generation of Action-Adventure Dungeon Levels using Answer Set Programming

2018

Thomas Smith, Julian Padget, and Andrew Vidler

action adventureconstraint/declarativeevaluationexpressive rangelevels/worlds
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‘Play Your Own Way’ Adapting a Procedural Framework for Accessibility

2018

Tommy Tompson and Mathew Syret

levels/worldsplatformers
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Tarot-Based Narrative Generation

2018

Anne Sullivan, Mirjam Palosaari Eladhari, and Michael Cook

storiestabletop
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Generating Levels That Teach Mechanics

2018

Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Andy Nealen, and Julian Togelius

artificial evolutionlevels/worldsplatformers
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Measuring Quality of Grammars for Procedural Level Generation

2018

Riemer van Rozen and Qinten Heijn

action adventureevaluationgrammarslevels/worlds
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WaveFunctionCollapse is Constraint Solving in the Wild

2017

Isaac Karth and Adam M. Smith

constraint/declarativeevaluationgraphics 2d/3d
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What Do We Value in Procedural Content Generation?

2017

Gillian Smith

vision
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Learning the Paterns of Balance in a Multi-Player Shooter Game

2017

Daniel Karavolos, Antonios Liapis, and Georgios Yannakakis

evaluationlevels/worldsmachine learningmechanicsshooters
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A semantic approach to patch-based procedural generation of urban road networks

2017

Edward Teng and Rafael Bidarra

evaluationexpressive rangelevels/worldsreal-world simulation
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Eficiency, Realism, and Representation in Generated Content: A Case Study using Family Tree Generation

2017

Peter Mawhorter

other content
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Art and Science of Engineered Design: What Kind of Discipline is PCG?

2017

Jim Whitehead

vision
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Towards Pattern-Based Mixed-Initiative Dungeon Generation

2017

Alexander Baldwin, Steve Dahlskog, Jose M. Font, and Johan Holmberg

action adventureartificial evolutiondesign patternsdesign toolslevels/worlds
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Litle Procedural People: Playing politics with generators

2017

Kate Compton

vision
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Subverting Historical Cause & Effect: Generation of Mythic Biographies in Caves of Qud

2017

Jason Grinblat and C. Brian Bucklew

RPGsstories
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On Using Graph Partitioning with Isomorphism Constraint in Procedural Content Generation

2017

Ahmed M. Abuzuraiq

evaluationlevels/worlds
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The VGLC: The Video Game Level Corpus

2016

Adam James Summerville, Michael Mateas, Sam Snodgrass, and Santiago Ontañón

arcadelevels/worldsplatformersRPGsshooters
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Identifying Attributes for Characterizing Game Area Types in Virtual Terrain

2016

Andrew Pech, Philip Hingston, Martin Masek, and Chiou-Peng Lam

constructiveevaluationlevels/worldsshooters
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Scalable Level Generation for 2D Platforming Games

2016

Neall Dewsbury, Aimie Nunn, Matthew Syrett, James Tatum, and Tommy Thompson

design patternsevaluationexpressive rangelevels/worldsplatformersreal-time change
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Diegetically Grounded Evolution of Gameworld Languages

2016

James Ryan

other contentRPGs
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Exhaustive Exploration Strategies for NPCs

2016

Muntasir Chowdhury and Clark Verbrugge

action adventureevaluationlevels/worldsRPGsshooters
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Shopping for Game Mechanics

2016

Tiago Machado, Ivan Bravi, Zhu Wang, Andy Nealen, and Julian Togelius

arcadeartificial evolutiondesign toolsmechanics
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Do You Like This Art I Made You: Introducing Techne, A Creative Artbot Commune

2016

Johnathan Pagnutti, Kate Compton, and Jim Whitehead

grammarsgraphics 2d/3d
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Danesh: Helping Bridge The Gap Between Procedural Generators And Their Output

2016

Michael Cook, Jeremy Gow, and Simon Colton

constructivedesign toolsevaluationexpressive rangelevels/worlds
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Towards Procedural Generation As Gameplay: CLAY and Tombs of Tomeria

2016

Michael Cook and Simon Colton

constructivelevels/worldsplatformersplayer-controlledreal-time change
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Procedural Generation of Linguistics, Dialects, Naming Conventions and Spoken Sentences

2016

Mark R Johnson

other contentRPGs
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A Constructive Approach for the Generation of Underwater Environments

2015

Ryan Abela, Antonios Liapis, and Georgios N. Yannakakis

constructivedesign toolsgraphics 2d/3dreal-world simulation
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A Procedural Approach for Infinite Deterministic 2D Grid-Based World Generation

2015

Tanel Teinemaa, Till Riemer, and Noor Shaker

constructivelevels/worldsplatformers
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Automatic Generation of Game-based CAPTCHAs

2015

Hong Yu and Mark O. Riedl

NLPother contentserious games
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Data Adventures

2015

Gabriella A. B. Barros, Antonios Liapis, and Julian Togelius

adventuregames
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Design Motifs: A Grammar Based Approach

2015

Joseph Mazeika and Jim Whitehead

grammarsother content
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Generating Game Mechanics in a Model Economy: a MoneyMaker Deluxe Case Study

2015

Stefan Leijnen, Paul Brinkkemper, and Anders Bouwer

mechanicsreal-world simulationserious games
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Generating Natural Language Retellings from Prom Week Play Traces

2015

Christopher Antoun, Matthew Antoun, James Owen Ryan, Ben Samuel, Reid Swanson, and Marilyn A. Walker

casualevaluationNLPstories
read more

Graph Grammars for Super Mario Bros* Levels

2015

Santiago Londoño and Olana Missura

grammarslevels/worldsplatformers
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Procedural generation of populations for storytelling

2015

Bas in het Veld, Ben Kybartas, Rafael Bidarra, and John-Jules Ch. Meyer

artificial evolutionevaluationlevels/worldsRPGs
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Teaching Japanese through Game Mechanics: An exploratory study

2015

Cameron Olson, Daniel Kauffman, Allan Fowler, and Foaad Khosmood

evaluationquests/missionsreal-time changeRPGsserious games
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Toward Game Level Generation from Gameplay Videos

2015

Matthew Guzdial and Mark O. Riedl

evaluationlevels/worldsplatformers
read more

Towards Challenge Balancing for Personalised Game Spaces

2014

Sander Bakkes and Shimon Whiteson

levels/worldsmachine learningmodelingplatformersreal-time change
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Automatically Categorizing Procedurally Generated Content for Collecting Games

2014

Sebastian Risi, Joel Lehman, David B. D’Ambrosio, and Kenneth O. Stanley

casualgraphics 2d/3dmachine learning
read more

Generating and Adapting Game Mechanics

2014

Alexander Zook and Mark O. Riedl

mechanicsplanningplatformersRPGs
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Procedural Guard Placement for Stealth Games

2014

Qihan Xu, Jonathan Tremblay, and Clark Verbrugge

evaluationlevels/worldsstealth
read more

Characteristics of Generatable Games

2014

Julian Togelius, Mark J. Nelson, and Antonios Liapis

gamesvision
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Combinatorial and Exploratory Creativity in Procedural Content Generation

2013

Joris Dormans and Stefan Leijnen

action adventuredesign toolsgrammarslevels/worlds
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Mobile adaptive procedural content generation

2013

Ricardo Lopes, Ken Hilf, Luke Jayapalan, and Rafael Bidarra

casualevaluationlevels/worldsmodelingreal-time change
read more

Node-Based Shape Grammar Representation and Editing

2013

Pedro Brandão Silva, Pascal Müller, Rafael Bidarra, and António Coelho

architecture / decorationgrammarsreal-world simulation
read more

Data Games

2013

Marie Gustafsson Friberger, Julian Togelius, Andrew Borg Cardona, Michele Ermacora, Anders Mousten, Martin Møller Jensen, Virgil-Alexandu Tanase, and Ulrik Brøndsted

vision
read more

Generative Methods

2013

Kate Compton, Joseph C. Osborn, and Michael Mateas

vision
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Team Blockhead Wars: Generating FPS Weapons in a Multiplayer Environment

2013

Eric McDuffee and Alex Pantaleev

artificial evolutiongraphics 2d/3dmechanicsshooters
read more

Procedural Terrain Generation for Medical Rehabilitation

2013

Michael Andereck, Alan Price, and Roger Crawfis

constructivedesign toolslevels/worldsserious games
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Generating Responsive Life-Like Biped Characters

2012

Ben Kenwright

animations/videoreal-world simulation
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Designing Semantic Game Worlds

2012

Jassin Kessing, Tim Tutenel, and Rafael Bidarra

constraint/declarativedesign toolsevaluationlevels/worlds
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Using gameplay semantics to procedurally generate player-matching game worlds

2012

Ricardo Lopes, Tim Tutenel, and Rafael Bidarra

constraint/declarativedrivingevaluationlevels/worldsmodelingRPGs
read more

In Search of Patterns: Disrupting RPG Classes through Procedural Content Generation

2012

Alex Pantaleev

artificial evolutiondesign patternsmechanicsRPGs
read more

Modeling Urban Environments from Geospatial Data: A Pipeline for Procedural Modeling

2012

Diego Jesus, Antonio Coelho, Carlos Rebelo, and Andre Cardoso

architecture / decorationevaluationlevels/worldsreal-world simulation
read more

Skill-based Mission Generation: A Data-driven Temporal Player Modeling Approach

2012

Alexander Zook, Stephen Lee-Urban, Michael R. Drinkwater, and Mark O. Riedl

machine learningmodelingquests/missionsRPGs
read more

Generating Emergent Physics for Action-Adventure Games

2012

Joris Dormans

action adventuregrammarslevels/worldsquests/missions
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Fast exact graph matching using adjacency matrices

2012

Marlon Etheredge

evaluationother content
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Game-O-Matic: Generating Videogames that Represent Ideas

2012

Mike Treanor, Bryan Blackford, Michael Mateas, and Ian Bogost

arcadeconstraint/declarativedesign patternsgames
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Procedural Generation of Narrative Puzzles in Adventure Games: The Puzzle-Dice System

2012

Clara Fernández-Vara and Alec Thomson

adventuredesign patternsdesign toolsquests/missions
read more

Anza Island: Novel Gameplay Using ASP

2012

Kate Compton, Adam Smith, and Michael Mateas

constraint/declarativelevels/worldsother gamesplayer-controlledreal-time change
read more

Sharing Authoring with Algorithms: Procedural Generation of Satellite Sentences in Text-based Interactive Stories

2012

Aaron A. Reed

grammarsstories
read more

Compositional procedural content generation

2012

Julian Togelius, Tróndur Justinussen, and Anders Hartzen

action adventureartificial evolutionconstraint/declarativelevels/worlds
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A Prototype Quest Generator Based on a Structural Analysis of Quests from Four MMORPGs

2011

Jonathon Doran and Ian Parberry

design patternsgrammarsplanningquests/missionsRPGs
read more

Level Design as Model Transformation: A Strategy for Automated Content Generation

2011

Joris Dormans

action adventuregrammarslevels/worldsmechanics
read more

What is Procedural Content Generation? Mario on the borderline

2011

Julian Togelius, Emil Kastbjerg, David Schedl, and Georgios N. Yannakakis

levels/worldsplatformersplayer-controlled
read more

Lessons in User Interface Design in the Procedural City Generation for Games Tool Ürban PAD

2011

Lionel Barret, Claudia Vance, and G. Michael Youngblood

architecture / decorationdesign tools
read more

Procedural filters for customization of virtual worlds

2011

Tim Tutenel, Roland van der Linden, Marnix Kraus, Bart Bollen, and Rafael Bidarra

architecture / decorationreal-world simulation
read more

Two methods for voxel detail enhancement

2011

Adam M. Smith

constructivecraftinglevels/worlds
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PCG-based game design: enabling new play experiences through procedural content generation

2011

Gillian Smith, Elaine Gan, Alexei Othenin-Girard, and Jim Whitehead

levels/worldsplatformersplayer-controlled
read more

SpeedRock: procedural rocks through grammars and evolution

2011

Isaac M. Dart, Gabriele De Rossi, and Julian Togelius

artificial evolutionconstructivedesign toolsgraphics 2d/3d
read more

Semantic constraints for procedural generation of virtual worlds

2011

Ruben Smelik, Krzysztof Galka, Klaas Jan de Kraker, Frido Kuijper, and Rafael Bidarra

constraint/declarativelevels/worldsreal-world simulation
read more

Adventures in Level Design: Generating Missions and Spaces for Action Adventure Games

2010

Joris Dormans

action adventuregrammarslevels/worldsquests/missions
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Integrating procedural generation and manual editing of virtual worlds

2010

Ruben Smelik, Tim Tutenel, Klaas Jan de Kraker, and Rafael Bidarra

constraint/declarativedesign toolslevels/worldsreal-world simulation
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Towards multiobjective procedural map generation

2010

Julian Togelius, Mike Preuss, and Georgios N. Yannakakis

artificial evolutionevaluationlevels/worldsstrategy
read more

Analyzing the Expressive Range of a Level Generator

2010

Gillian Smith and Jim Whitehead

evaluationexpressive rangelevels/worldsplatformers
read more

Vectorization of Gridded Urban Land Use Data

2010

Chris Sexton and Bejamin Watson

levels/worldsreal-world simulation
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The Use of Functional L-Systems for Scenario Generation in Serious Games

2010

Glenn A. Martin, Charles E. Hughes, Sae Schatz, and Denise Nicholson

constructivequests/missionsserious games
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Towards Procedural Level Generation for Rehabilitation

2010

Dajana Dimovska, Patrick Jarnfelt, Sebbe Selvig, and Georgios N. Yannakakis

evaluationlevels/worldsreal-time changeserious games
read more

Interactive Genetic Engineering of Evolved Video Game Content

2010

Erin J. Hastings and Kenneth O. Stanley

arcadeartificial evolutiongraphics 2d/3d
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Toward Procedural Decorative Ornamentation in Games

2010

Jim Whitehead

architecture / decorationvision
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Cellular automata for real-time generation of infinite cave levels

2010

Lawrence Johnson, Julian Togelius, and Georgios N. Yannakakis

action adventureconstructiveevaluationlevels/worlds
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Polymorph: Dynamic Difficulty Adjustment Through Level Generation

2010

Martin Jennings-Teats, Gillian Smith, and Noah Wardrip-Fruin

levels/worldsmodelingplatformers
read more