Workshop Program
8:30am - Session: Game Level Generation
Towards Procedural Level Generation for Rehabilitation
Dajana Dimovska, Patrick Jarnfelt, Sebbe Selvig and Georgios N. Yannakakis.
Polymorph: Dynamic Difficulty Adjustment Through Level Generation
Martin Jennings-Teats, Gillian Smith and Noah Wardrip-Fruin.
Cellular automata for real-time generation of infinite cave levels
Lawrence Johnson, Georgios Yannakakis and Julian Togelius.
Analyzing the Expressive Range of a Level Generator
Gillian Smith and Jim Whitehead.
10:00am - Coffee Break
10:30am - Session: Virtual Worlds and Surrounding Game Content
Integrating procedural generation and manual editing of virtual worlds
Ruben Smelik, Tim Tutenel, Klaas Jan de Kraker and Rafael Bidarra.
Toward Procedural Decorative Ornamentation in Games
Jim Whitehead.
Interactive Genetic Engineering of Evolved Video Game Content
Erin Hastings and Kenneth Stanley.
The Use of Functional L-Systems for Scenario Generation in Serious Games
Glenn Martin, Charles Hughes, Sae Schatz and Denise Nicholson.
12:00pm - Lunch
1:30pm - Panel: What are the hard problems in procedural content generation?
Jeff Lait, Side Effects Software Inc.
Michael Young, NCSU
Kate Compton, Maxis
3:00pm - Coffee Break
3:30pm - Session: Maps and Beyond
Vectorization of Gridded Urban Land Use Data
Christopher Sexton and Benjamin Watson.
Towards multiobjective procedural map generation
Julian Togelius, Mike Preuss and Georgios Yannakakis.
Adventures in Level Design: Generating Missions and Spaces for Action-Adventure Games
Joris Dormans.