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3rd PCG@FDG 2012: Raleigh, NC, USA
- Proceedings of the The third workshop on Procedural Content Generation in Games, PCG@FDG 2012, Raleigh, NC, USA, May 29 - June 1, 2012. ACM 2012, ISBN 978-1-4503-1447-3
- Ben Kenwright:
Generating Responsive Life-Like Biped Characters. 1:1-1:8 - Jassin Kessing, Tim Tutenel, Rafael Bidarra:
Designing Semantic Game Worlds. 2:1-2:9 - Ricardo Lopes, Tim Tutenel, Rafael Bidarra:
Using gameplay semantics to procedurally generate player-matching game worlds. 3:1-3:8 - Alex Pantaleev:
In Search of Patterns: Disrupting RPG Classes through Procedural Content Generation. 4:1-4:5 - Diego Jesus, António Coelho, Carlos Rebelo, André Cardoso:
Modeling Urban Environments from Geospatial Data: A Pipeline for Procedural Modeling. 5:1-5:8 - Alexander Zook, Stephen Lee-Urban, Michael R. Drinkwater, Mark O. Riedl:
Skill-based Mission Generation: A Data-driven Temporal Player Modeling Approach. 6:1-6:8 - Joris Dormans:
Generating Emergent Physics for Action-Adventure Games. 9:1-9:7 - Marlon Etheredge:
Fast exact graph matching using adjacency matrices. 10:1-10:6 - Mike Treanor, Bryan Blackford, Michael Mateas, Ian Bogost:
Game-O-Matic: Generating Videogames that Represent Ideas. 11:1-11:8 - Clara Fernández-Vara, Alec Thomson:
Procedural Generation of Narrative Puzzles in Adventure Games: The Puzzle-Dice System. 12:1-12:6 - Kate Compton, Adam M. Smith, Michael Mateas:
Anza Island: Novel Gameplay Using ASP. 13:1-13:4 - Aaron A. Reed:
Sharing Authoring with Algorithms: Procedural Generation of Satellite Sentences in Text-based Interactive Stories. 14:1-14:4 - Julian Togelius, Tróndur Justinussen, Anders Hartzen:
Compositional procedural content generation. 16:1-16:4
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