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Procedural Content Generation: Goals, Challenges and Actionable Steps.

, , , , , , and . Artificial and Computational Intelligence in Games, volume 6 of Dagstuhl Follow-Ups, Schloss Dagstuhl - Leibniz-Zentrum für Informatik, (2013)

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Introduction to the Narrative Intelligence Symposium, and . AAAI 1999 Fall Symposium on Narrative Intelligence, (1999)Build It to Understand It: Ludology Meets Narratology in Game Design Space., and . DiGRA Conference, (2005)The micro-rhetorics of Game-o-Matic., , , and . FDG, page 18-25. ACM, (2012)Game-O-Matic: Generating Videogames that Represent Ideas., , , and . PCG@FDG, page 11:1-11:8. ACM, (2012)Interactionist AI and the promise of ubicomp, or, how to put your box in the world without putting the world in your box., , and . UbiComp, volume 344 of ACM International Conference Proceeding Series, page 134-143. ACM, (2008)Evaluating the Authorial Leverage of Drama Management., , , and . AAAI Spring Symposium: Intelligent Narrative Technologies II, page 20-23. AAAI, (2009)A methodology for requirements analysis of AI architecture authoring tools., , , , and . FDG, Society for the Advancement of the Science of Digital Games, (2014)Crafting in Games., , , , and . Digit. Humanit. Q., (2017)Conceptual Neighborhoods for Retrieval in Case-Based Reasoning., and . ICCBR, volume 5650 of Lecture Notes in Computer Science, page 343-357. Springer, (2009)Façade: Architecture and Authorial Idioms for Believable Agents in Interactive Drama., and . IVA, volume 4133 of Lecture Notes in Computer Science, page 446-448. Springer, (2006)