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IEEE TCIAIG Special Issue on Procedural Content Generation

Sparked by the strong interest in the Procedural Content Generation Workshop upcoming at FDG 2010, I have been working with Julian Togelius and Rafael Bidarra to create a special issue of the journal IEEE Transactions on Computational Intelligence and Artificial Intelligence in Games (IEEE TCIAIG). Deadline for submissions is November 1, with publication aimed for […]

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Content Selection vs. Content Generation

Lately, some of us in the lab have been having a discussion on the difference between content selection and content generation. Where does one end and the other begin? At some level, procedural content generation uses content selection. So what’s the difference?

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Dynamic Difficulty in Platformers

We’ve all played, and been frustrated by, games that were too difficult for us (Demon’s Souls) or games that were too easy (Smurfs: Rescue In Gargamel’s Castle). In fact, for most games it’s an immense design challenge to create levels that can be enjoyed by both skilled players and noobs. Wouldn’t it be great for […]

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Procedural Content Generation Workshop

I’m pleased to announce that the Call for Papers for the Workshop on Procedural Content Generation in Computer Games is now available. The PC Games workshop is co-located with FDG 2010 this coming June in Monterey, California. Deadline for submissions is February 24, 2010. From the website: As computer games increasingly take place inside large, […]

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