Category: Workshop Papers

The Future of Procedural Content Generation in Games 0

The Future of Procedural Content Generation in Games

Gillian Smith. The Future of Procedural Content Generation in Games. Proceedings of the AIIDE Workshop on Experimental AI in Games, co-located with Artificial Intelligence in Interactive Digital Entertainment 2014, Raleigh, NC, October 4 2014.

Procedural Content Generation as an Opportunity to Foster Collaborative Mindful Learning 0

Procedural Content Generation as an Opportunity to Foster Collaborative Mindful Learning

Gillian Smith, Casper Harteveld. Procedural Content Generation as an Opportunity to Foster Collaborative Mindful Learning. Proceedings of the Workshop on Games for Learning, co-located with Foundations of Digital Games 2013, Chania, Crete, May 16, 2013.

Computers as Design Collaborators: Interacting with Mixed-Initiative Tools 0

Computers as Design Collaborators: Interacting with Mixed-Initiative Tools

Gillian Smith, Jim Whitehead, Michael Mateas. Computers as Design Collaborators: Interacting with Mixed-Initiative Tools. Workshop on Semi-Automated Creativity, co-located with ACM Creativity & Cognition 2011. Atlanta, GA, November 3, 2011.

PCG-Based Game Design: Enabling New Play Experiences through Procedural Content Generation 0

PCG-Based Game Design: Enabling New Play Experiences through Procedural Content Generation

Gillian Smith, Elaine Gan, Alexei Othenin-Girard, Jim Whitehead. PCG-Based Game Design: Enabling New Play Experiences through Procedural Content Generation. Proceedings of the Second International Workshop on Procedural Content Generation in Games (PCGames 2011), Bordeaux, France, June 28, 2011.

Polymorph: Dynamic Difficulty Adjustment Through Level Generation 0

Polymorph: Dynamic Difficulty Adjustment Through Level Generation

Martin Jennings-Teats, Gillian Smith, Noah Wardrip-Fruin. Polymorph: Dynamic Difficulty Adjustment Through Level Generation. Proceedings of the Workshop on Procedural Content Generation in Games, co-located with FDG 2010, Monterey, CA, June 18, 2010.

Analyzing the Expressive Range of a Level Generator 0

Analyzing the Expressive Range of a Level Generator

Gillian Smith, Jim Whitehead. Analyzing the Expressive Range of a Level Generator. Proceedings of the Workshop on Procedural Content Generation in Games, co-located with FDG 2010, Monterey, CA, June 18, 2010.

A Framework for Analysis of 2D Platformer Levels 0

A Framework for Analysis of 2D Platformer Levels

Gillian Smith, Mee Cha, Jim Whitehead. A Framework for Analysis of 2D Platformer Levels. Proceedings of ACM SIGGRAPH Sandbox Symposium 2008, Los Angeles, CA, August 9-10, 2008.