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Results
Found 22 publication records. Showing 22 according to the selection in the facets
Hits ?▲ |
Authors |
Title |
Venue |
Year |
Link |
Author keywords |
1 | Jonathon Doran, Ian Parberry |
A prototype quest generator based on a structural analysis of quests from four MMORPGs. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, PCGames '11, Bordeaux, France, June 28, 2011, pp. 1:1-1:8, 2011, ACM, 978-1-4503-0872-4. The full citation details ...](Pics/full.jpeg) |
2011 |
DBLP DOI BibTeX RDF |
|
1 | Joris Dormans |
Level design as model transformation: a strategy for automated content generation. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, PCGames '11, Bordeaux, France, June 28, 2011, pp. 2:1-2:8, 2011, ACM, 978-1-4503-0872-4. The full citation details ...](Pics/full.jpeg) |
2011 |
DBLP DOI BibTeX RDF |
|
1 | Ruben Smelik, Krzysztof Galka, Klaas Jan de Kraker, Frido Kuijper, Rafael Bidarra |
Semantic constraints for procedural generation of virtual worlds. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, PCGames '11, Bordeaux, France, June 28, 2011, pp. 9:1-9:4, 2011, ACM, 978-1-4503-0872-4. The full citation details ...](Pics/full.jpeg) |
2011 |
DBLP DOI BibTeX RDF |
|
1 | |
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, PCGames '11, Bordeaux, France, June 28, 2011 ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![ACM, 978-1-4503-0872-4 The full citation details ...](Pics/full.jpeg) |
2011 |
DBLP DOI BibTeX RDF |
|
1 | Isaac M. Dart, Gabriele De Rossi, Julian Togelius |
SpeedRock: procedural rocks through grammars and evolution. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, PCGames '11, Bordeaux, France, June 28, 2011, pp. 8:1-8:4, 2011, ACM, 978-1-4503-0872-4. The full citation details ...](Pics/full.jpeg) |
2011 |
DBLP DOI BibTeX RDF |
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1 | Tim Tutenel, Roland van der Linden, Marnix Kraus, Bart Bollen, Rafael Bidarra |
Procedural filters for customization of virtual worlds. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, PCGames '11, Bordeaux, France, June 28, 2011, pp. 5:1-5:8, 2011, ACM, 978-1-4503-0872-4. The full citation details ...](Pics/full.jpeg) |
2011 |
DBLP DOI BibTeX RDF |
|
1 | Julian Togelius, Emil Kastbjerg, David C. Schedl, Georgios N. Yannakakis |
What is procedural content generation?: Mario on the borderline. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, PCGames '11, Bordeaux, France, June 28, 2011, pp. 3:1-3:6, 2011, ACM, 978-1-4503-0872-4. The full citation details ...](Pics/full.jpeg) |
2011 |
DBLP DOI BibTeX RDF |
|
1 | Adam M. Smith 0001 |
Two methods for voxel detail enhancement. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, PCGames '11, Bordeaux, France, June 28, 2011, pp. 6:1-6:4, 2011, ACM, 978-1-4503-0872-4. The full citation details ...](Pics/full.jpeg) |
2011 |
DBLP DOI BibTeX RDF |
|
1 | Lionel Barret, Claudia Vance, G. Michael Youngblood |
Lessons in user interface design in the procedural city generation for games tool Ürban PAD. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, PCGames '11, Bordeaux, France, June 28, 2011, pp. 4:1-4:8, 2011, ACM, 978-1-4503-0872-4. The full citation details ...](Pics/full.jpeg) |
2011 |
DBLP DOI BibTeX RDF |
|
1 | Gillian Smith 0001, Elaine Gan, Alexei Othenin-Girard, Jim Whitehead |
PCG-based game design: enabling new play experiences through procedural content generation. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2nd International Workshop on Procedural Content Generation in Games, PCGames '11, Bordeaux, France, June 28, 2011, pp. 7:1-7:4, 2011, ACM, 978-1-4503-0872-4. The full citation details ...](Pics/full.jpeg) |
2011 |
DBLP DOI BibTeX RDF |
|
1 | Joris Dormans |
Adventures in level design: generating missions and spaces for action adventure games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, PCGames '10, Monterey, California, USA, June 18, 2010, pp. 1:1-1:8, 2010, ACM, 978-1-4503-0023-0. The full citation details ...](Pics/full.jpeg) |
2010 |
DBLP DOI BibTeX RDF |
|
1 | Martin Jennings-Teats, Gillian Smith 0001, Noah Wardrip-Fruin |
Polymorph: dynamic difficulty adjustment through level generation. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, PCGames '10, Monterey, California, USA, June 18, 2010, pp. 11:1-11:4, 2010, ACM, 978-1-4503-0023-0. The full citation details ...](Pics/full.jpeg) |
2010 |
DBLP DOI BibTeX RDF |
|
1 | Ruben Smelik, Tim Tutenel, Klaas Jan de Kraker, Rafael Bidarra |
Integrating procedural generation and manual editing of virtual worlds. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, PCGames '10, Monterey, California, USA, June 18, 2010, pp. 2:1-2:8, 2010, ACM, 978-1-4503-0023-0. The full citation details ...](Pics/full.jpeg) |
2010 |
DBLP DOI BibTeX RDF |
|
1 | Gillian Smith 0001, Jim Whitehead |
Analyzing the expressive range of a level generator. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, PCGames '10, Monterey, California, USA, June 18, 2010, pp. 4:1-4:7, 2010, ACM, 978-1-4503-0023-0. The full citation details ...](Pics/full.jpeg) |
2010 |
DBLP DOI BibTeX RDF |
|
1 | Chris Sexton, Benjamin Watson 0001 |
Vectorization of gridded urban land use data. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, PCGames '10, Monterey, California, USA, June 18, 2010, pp. 5:1-5:8, 2010, ACM, 978-1-4503-0023-0. The full citation details ...](Pics/full.jpeg) |
2010 |
DBLP DOI BibTeX RDF |
|
1 | Lawrence Johnson, Georgios N. Yannakakis, Julian Togelius |
Cellular automata for real-time generation of infinite cave levels. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, PCGames '10, Monterey, California, USA, June 18, 2010, pp. 10:1-10:4, 2010, ACM, 978-1-4503-0023-0. The full citation details ...](Pics/full.jpeg) |
2010 |
DBLP DOI BibTeX RDF |
|
1 | Glenn A. Martin, Charles E. Hughes, Sae Lynne Schatz, Denise M. Nicholson |
The use of functional L-systems for scenario generation in serious games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, PCGames '10, Monterey, California, USA, June 18, 2010, pp. 6:1-6:5, 2010, ACM, 978-1-4503-0023-0. The full citation details ...](Pics/full.jpeg) |
2010 |
DBLP DOI BibTeX RDF |
|
1 | Erin J. Hastings, Kenneth O. Stanley |
Interactive genetic engineering of evolved video game content. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, PCGames '10, Monterey, California, USA, June 18, 2010, pp. 8:1-8:4, 2010, ACM, 978-1-4503-0023-0. The full citation details ...](Pics/full.jpeg) |
2010 |
DBLP DOI BibTeX RDF |
|
1 | Jim Whitehead |
Toward proccedural decorative ornamentation in games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, PCGames '10, Monterey, California, USA, June 18, 2010, pp. 9:1-9:4, 2010, ACM, 978-1-4503-0023-0. The full citation details ...](Pics/full.jpeg) |
2010 |
DBLP DOI BibTeX RDF |
|
1 | Julian Togelius, Mike Preuss, Georgios N. Yannakakis |
Towards multiobjective procedural map generation. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, PCGames '10, Monterey, California, USA, June 18, 2010, pp. 3:1-3:8, 2010, ACM, 978-1-4503-0023-0. The full citation details ...](Pics/full.jpeg) |
2010 |
DBLP DOI BibTeX RDF |
|
1 | Dajana Dimovska, Patrick Jarnfelt, Sebbe Selvig, Georgios N. Yannakakis |
Towards procedural level generation for rehabilitation. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![In: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, PCGames '10, Monterey, California, USA, June 18, 2010, pp. 7:1-7:4, 2010, ACM, 978-1-4503-0023-0. The full citation details ...](Pics/full.jpeg) |
2010 |
DBLP DOI BibTeX RDF |
|
1 | Rafael Bidarra (eds.) |
Proceedings of the 2010 Workshop on Procedural Content Generation in Games, PCGames '10, Monterey, California, USA, June 18, 2010 ![Search on Bibsonomy](Pics/bibsonomy.png) |
PCGames@FDG ![ACM, 978-1-4503-0023-0 The full citation details ...](Pics/full.jpeg) |
2010 |
DBLP DOI BibTeX RDF |
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