At two points during the course -- just before Spring Break, and just before the final showcase -- you will submit responses to a reflection form asking you to self-evaluate and assign yourself a grade. The links to these surveys will appear here.
Midsemester self-eval form PREVIEW
(Intructions TBA)
The following is a list of papers I consider relevant to the topics of this course. We may not read this exact list; see the schedule for details.
Understanding PCG, Gillian Smith
Shape Grammars, Stiny and Gips
Grammatical Evolution of Super Bros. Mario Levels, Noor Shaker et al.
Procedural Generation of Dungeons, Roland van der Linden et al.
Mixed-Initiative Co-Creativity, Georgios Yannakakis et al.
ASP for PCG, Adam Smith and Michael Mateas
Procedural Content Generation via Machine Learning (PCGML), Summerville et al.
Generative Methods, Kate Compton and Michael Mateas
Analyzing the Expressive Range of a Level Generator, Gillian Smith and Jim Whitehead
Danesh: Bridging the Gap Between Procedural Generators and their Output, Michael Cook et al.
An Analog History of PCG, Gillian Smith
Playing with Data: Procedural Generation of Adventures from Open Data, Gabriella Barros et al.
Adventures in Level Design: Generating Missions and Spaces for Action Adventure Games, Joris Dormans
Simulating Character Knowledge Phenomena in Talk of the Town, James Ryan and Michael Mateas
Narrative Planning: Balancing Plot and Character, Mark Riedl and R. Michael Young
Experience-Driven PCG, Georgios Yannakakis
Procedural Content Generation: Goals, Challenges, and Actionable Steps, Julian Togelius et al.
Search-Based Procedural Content Generation: A Taxonomy and Survey, Julian Togelius et al.