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1st PCGames@FDG 2010: Monterey, CA, USA
- Rafael Bidarra:
Proceedings of the 2010 Workshop on Procedural Content Generation in Games, PCGames '10, Monterey, California, USA, June 18, 2010. ACM 2010, ISBN 978-1-4503-0023-0 - Joris Dormans:
Adventures in level design: generating missions and spaces for action adventure games. 1:1-1:8 - Ruben Smelik, Tim Tutenel, Klaas Jan de Kraker, Rafael Bidarra:
Integrating procedural generation and manual editing of virtual worlds. 2:1-2:8 - Julian Togelius, Mike Preuss, Georgios N. Yannakakis:
Towards multiobjective procedural map generation. 3:1-3:8 - Gillian Smith, Jim Whitehead:
Analyzing the expressive range of a level generator. 4:1-4:7 - Chris Sexton, Benjamin Watson:
Vectorization of gridded urban land use data. 5:1-5:8 - Glenn A. Martin, Charles E. Hughes, Sae Lynne Schatz, Denise M. Nicholson:
The use of functional L-systems for scenario generation in serious games. 6:1-6:5 - Dajana Dimovska, Patrick Jarnfelt, Sebbe Selvig, Georgios N. Yannakakis:
Towards procedural level generation for rehabilitation. 7:1-7:4 - Erin J. Hastings, Kenneth O. Stanley:
Interactive genetic engineering of evolved video game content. 8:1-8:4 - Jim Whitehead:
Toward proccedural decorative ornamentation in games. 9:1-9:4 - Lawrence Johnson, Georgios N. Yannakakis, Julian Togelius:
Cellular automata for real-time generation of infinite cave levels. 10:1-10:4 - Martin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin:
Polymorph: dynamic difficulty adjustment through level generation. 11:1-11:4
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