The algorithmic beauty of plants
The algorithmic beauty of plants
The second naive physics manifesto
Readings in qualitative reasoning about physical systems
Real-time procedural generation of `pseudo infinite' cities
Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia
SHOP: Simple Hierarchical Ordered Planner
IJCAI '99 Proceedings of the Sixteenth International Joint Conference on Artificial Intelligence
Using multiagent teams to improve the training of incident commanders
AAMAS '06 Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems
Procedural modeling of architecture
ACM SIGGRAPH 2006 Courses
Analyzing the expressive range of a level generator
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Tanagra: a mixed-initiative level design tool
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Creating customized game experiences by leveraging human creative effort: a planning approach
Agents for games and simulations II
Proceedings of the International Conference on the Foundations of Digital Games
V3S, a virtual environment for risk management training
EGVE - JVRC'11 Proceedings of the 17th Eurographics conference on Virtual Environments & Third Joint Virtual Reality
Design metaphors for procedural content generation in games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Procedural methods have long been used for generation of art assets, but procedural generation of scenarios has lagged behind. In particular, training games for emergency rescue workers would benefit from procedural scenario generation guided by pedagogical goals. In such a game, users could select what skills they wish to train for, and the system would generate a unique level containing the elements necessary to train those skills. In this paper, we present a system that uses HTN planning to generate collapsed structure training scenarios that are both internally consistent and allow the user to train for the desired goals.