Workshop Program

PCG 2018 Workshop

Tuesday, August 7th – 9:30am – 3:30pm

FULL TALKS: 15 MINUTES + 5-7 MINUTES FOR QUESTIONS

SHORT TALKS: 5-8 MINUTES + 7-10 MINUTES FOR QUESTIONS

9:30-10:30

  • Brief Welcome
  • Generative Design in Minecraft (GDMC), Settlement Generation Competition – Christoph Salge, Michael Green, Rodrigo de Moura Canaan, and Julian Togelius
  • Tarot-Based Narrative Generation – Anne Sullivan, Mirjam Palosaari Eladhari, and Michael Cook
  • Thermal bead 3D printing: easy generation and realization of artistic 3d models for primary school pupils – Marco Scirea and Andrea Valente

10:30-11:00

  • Coffee Break

11:00-1:00

  • Graph-based Generation of Action-Adventure Dungeon Levels using Answer Set Programming – Thomas Smith, Julian Padget, and Andrew Vidler
  • Measuring Quality of Grammars for Procedural Level Generation – Riemer van Rozen and Quinten Heijn
  • Fostering Creativity in the Mixed-Initiative Evolutionary Dungeon Designer – Jose Font, Alberto Alvarez, Johan Holmberg, Steve Dahlskog, Chelsi Nolasco, and Axel Österman
  • 15 minute stretch break
  • Evolving Maps and Decks for Ticket to Ride – Fernando De Mesentier Silva, Scott Lee, Julian Togelius, and Andy Nealen
  • Gardening Games: An Alternative Philosophy of PCG in Games – Max Kreminski and Noah Wardrip-Fruin

1:00-2:00

  • Lunch

2:00-3:30

  • Pairing Character Classes in a Deathmatch Shooter Game via a Deep-Learning Surrogate Model – Daniel Karavolos, Antonios Liapis, and Georgios N. Yannakakis
  • Generating Levels that Teach Mechanics –  Michael C. Green, Ahmed Khalifa, Gabriella A. B. Barros, Andy Nealen, and Julian Togelius
  • ‘Play Your Own Way’: Adapting a Procedural Framework for Accessibility – Thomas Thompson and Matthew Syrett
  • Final remarks

3:30-4:00

  • Coffee Break