Workshop Program

PCG 2017 Workshop

August 14

The Resort and Conference Center at Hyannis
35 Scudder Avenue
Hyannis, MA 02601

Full Talks: 20 minutes + 10 minutes for questions
Short Talks: 5 minutes + 10 minutes for questions
Demo Talks: 5 minutes

9:00-10:30

  • Brief Welcome

Generation

  • Towards Pattern-Based Mixed-Initiative Dungeon Generation. Jose Font, Alexander Baldwin, Steve Dahlskog and Johan Holmberg
  • Automatic Mapping of NES Games with Mappy. Joseph Osborn, Adam Summerville and Michael Mateas
  • A semantic approach to patch-based procedural generation of urban road networks. Edward Teng and Rafael Bidarra

10:30-11:00

  • Coffee Break

11:00-12:15

Techniques

  • WaveFunctionCollapse is Constraint Solving in the Wild. Isaac Karth and Adam Smith
  • On Using Graph Partitioning with Isomorphism Constraint in Procedural Content Generation. Ahmed Abuzuraiq
  • Towards Generative Emotions in Games based on Cognitive Modeling. Chandranil Chakraborttii, Lucas Ferreira and Jim Whitehead

12:15-1:15

Lunch

1:15-2:30

Enabling Technologies

  • Learning the Patterns of Balance in a Multi-Player Shooter Game. Daniel Karavolos, Antonios Liapis and Georgios N. Yannakakis
  • Subverting Historical Cause & Effect: Procedural Generation of Mythic Biographies in Caves of Qud.  Jason Grinblat and Brian Bucklew
  • Little Procedural People: Playing politics with generators. Kate Compton

2:30-3:00

Coffee Break

3:00-5:00

PCG?

  • Efficiency, Realism, and Representation in Generated Content. Peter Mawhorter
  • Art and Science of Engineered Design: What Kind of Discipline is PCG?. Jim Whitehead
  • What Do We Value in Procedural Content Generation?. Gillian Smith

Demo Talks

  • Revisions. Kate Compton
  • Generominos. Kate Compton and Eddie Melcer

Demos + Cocktail Hour!