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PCG Workshop

THE 12TH WORKSHOP ON PROCEDURAL CONTENT GENERATION (PCG2021)

Paper Database

20102011201220132014201520162017201820192020

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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
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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
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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
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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
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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
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Node-Based Shape Grammar Representation and Editing

2013

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

architecture / decorationgrammarsreal-world simulation
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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
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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
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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
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In Search of Patterns: Disrupting RPG Classes through Procedural Content Generation

2012

Alex Pantaleev

artificial evolutiondesign patternsmechanicsRPGs
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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
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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
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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
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Anza Island: Novel Gameplay Using ASP

2012

Kate Compton, Adam Smith, and Michael Mateas

constraint/declarativelevels/worldsother gamesplayer-controlledreal-time change
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Sharing Authoring with Algorithms: Procedural Generation of Satellite Sentences in Text-based Interactive Stories

2012

Aaron A. Reed

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

2011

Joris Dormans

action adventuregrammarslevels/worldsmechanics
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What is Procedural Content Generation? Mario on the borderline

2011

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

levels/worldsplatformersplayer-controlled
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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
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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
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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
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SpeedRock: procedural rocks through grammars and evolution

2011

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

artificial evolutionconstructivedesign toolsgraphics 2d/3d
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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
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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
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Analyzing the Expressive Range of a Level Generator

2010

Gillian Smith and Jim Whitehead

evaluationexpressive rangelevels/worldsplatformers
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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
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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
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