The third workshop on Procedural Content Generation in Games (PCG 2012)
Organized in conjunction with the Foundational of Digital Games Conference (FDG 2012)
Program
09.15 Welcome!
09.25 Session A: Generative Game Design
09.25-09.50: Game-O-Matic: Generating Videogames that Represent Ideas
Mike Treanor, Bryan Blackford, Michael Mateas and Ian Bogost
09.50-10.10: Anza Island: Novel Gameplay Using ASP
Kate Compton, Adam Smith and Michael Mateas
10.10-10.30: Generating Emergent Physics for Action-Adventure Games
Joris Dormans
10.30 Break
10.50 Session B: Techniques
10.50-11.15: Designing Semantic Game Worlds
Jassin Kessing, Tim Tutenel and Rafael Bidarra
11.15-11.35: Fast exact graph matching using adjacency matrices
Marlon Etheredge
11.35-10.55: Compositional Procedural Content Generation
Julian Togelius, Tróndur JustInussen and Anders Hartzen
12.00 Lunch
13.30 Session C: Adaptive Content Generation
13.30-13.55: Using gameplay semantics to procedurally generate player-matching game worlds
Ricardo Lopes, Tim Tutenel and Rafael Bidarra
13.55-14.20: Skill-based Mission Generation: A Data-driven Temporal Player Modeling Approach
Alexander Zook, Stephen Lee-Urban, Michael Drinkwater and Mark Riedl
14.20-14.40: In Search of Patterns: Disrupting RPG Classes through Procedural Content Generation
Alex Pantaleev
14.40 Break
15.00 Demo Session
15.30 Session D: Other Types of Content Generation
15.30-15.55: Generating Responsive Life-Like Biped Characters
Ben Kenwright
15.55-16.20: Modeling Urban Environments from Geospatial Data: A Pipeline for Procedural Modeling
Diego Jesus, Antonio Coelho, Carlos Rebelo and André Cardoso
16.20-16.40: Procedural Generation of Narrative Puzzles in Adventure Games and The Puzzle-Dice System
Clara Fernandez Vara and Alec Thomson.
16.40-17.00: Sharing Authoring with Algorithms: Procedural Generation of Satellite Sentences in Text-based Interactive Stories
Aaron Reed