Publications

Filters: Keyword is procedural content  [Clear All Filters]
2012
Reed, A. A., "Sharing Authoring with Algorithms: Procedural Generation of Satellite Sentences in Text-based Interactive Stories.", FDG 2012: Third Workshop on Procedural Content Generation in Games, Raleigh, North Carolina, 06/2012. Abstract  Download: almostgoodbye-paper.pdf (194.04 KB)
Smith, G., A. Othenin-Girard, J. Whitehead, and N. Wardrip-Fruin, "PCG-Based Game Design: Creating Endless Web", Foundations of Digital Games 2012 (FDG '12), Raleigh, NC, 2012.  Download: smith-fdg12.pdf (1000.03 KB)
2011
Smith, G., E. Gan, A. Othenin-Girard, and J. Whitehead, "PCG-Based Game Design: Enabling New Play Experiences through Procedural Content Generation.", Second International Workshop on Procedural Content Generation in Games (PCGames 2011), Bordeaux, France, June 28, 2011.
Smith, G., J. Whitehead, and M. Mateas, "Tanagra: Reactive Planning and Constraint Solving for Mixed-Initiative Level Design.", IEEE Transactions on Computational Intelligence and AI in Games (TCIAIG), Special Issue on Procedural Content Generation, vol. 3, issue 3, 09/2011.  Download: smith-tanagra-tciaig.pdf (1.69 MB)
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