{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,12,19]],"date-time":"2025-12-19T09:41:13Z","timestamp":1766137273433,"version":"3.41.0"},"publisher-location":"New York, NY, USA","reference-count":28,"publisher":"ACM","license":[{"start":{"date-parts":[[2019,8,26]],"date-time":"2019-08-26T00:00:00Z","timestamp":1566777600000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"funder":[{"name":"Netherlands Organization for Scientific Research","award":["314-99-104"],"award-info":[{"award-number":["314-99-104"]}]}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2019,8,26]]},"DOI":"10.1145\/3337722.3341848","type":"proceedings-article","created":{"date-parts":[[2019,9,3]],"date-time":"2019-09-03T12:32:59Z","timestamp":1567513979000},"page":"1-8","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":7,"title":["A generalized semantic representation for procedural generation of rooms"],"prefix":"10.1145","author":[{"given":"J. Timothy","family":"Balint","sequence":"first","affiliation":[{"name":"Delft University of Technology"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Rafael","family":"Bidarra","sequence":"additional","affiliation":[{"name":"Delft University of Technology"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2019,8,26]]},"reference":[{"key":"e_1_3_2_1_1_1","volume-title":"Mined Object and Relational Data for Sets of Locations. (Feb","author":"Timothy Balint J.","year":"2019","unstructured":"J. Timothy Balint and Rafael Bidarra . 2019. Mined Object and Relational Data for Sets of Locations. (Feb . 2019 ). J. Timothy Balint and Rafael Bidarra. 2019. Mined Object and Relational Data for Sets of Locations. (Feb. 2019)."},{"key":"e_1_3_2_1_2_1","volume-title":"SceneSeer: 3D Scene Design with Natural Language. arXiv preprint arXiv:1703.00050","author":"Chang Angel X","year":"2017","unstructured":"Angel X Chang , Mihail Eric , Manolis Savva , and Christopher D Manning . 2017. SceneSeer: 3D Scene Design with Natural Language. arXiv preprint arXiv:1703.00050 ( 2017 ), 10. Angel X Chang, Mihail Eric, Manolis Savva, and Christopher D Manning. 2017. SceneSeer: 3D Scene Design with Natural Language. arXiv preprint arXiv:1703.00050 (2017), 10."},{"key":"e_1_3_2_1_3_1","volume-title":"the Second Artificial Intelligence and Interactive Digital Entertainment Conference. AAAI Press, Marina del Rey, California, 109--111","author":"Compton Kate","year":"2006","unstructured":"Kate Compton and Michael Mateas . 2006 . Procedural Level Design for Platform Games .. In the Second Artificial Intelligence and Interactive Digital Entertainment Conference. AAAI Press, Marina del Rey, California, 109--111 . Kate Compton and Michael Mateas. 2006. Procedural Level Design for Platform Games.. In the Second Artificial Intelligence and Interactive Digital Entertainment Conference. AAAI Press, Marina del Rey, California, 109--111."},{"key":"e_1_3_2_1_4_1","doi-asserted-by":"publisher","DOI":"10.1145\/2366145.2366154"},{"key":"e_1_3_2_1_5_1","doi-asserted-by":"publisher","DOI":"10.1145\/2010324.1964929"},{"key":"e_1_3_2_1_6_1","doi-asserted-by":"publisher","DOI":"10.1145\/3130800.3130805"},{"key":"e_1_3_2_1_7_1","doi-asserted-by":"publisher","DOI":"10.1145\/3235765.3235790"},{"key":"e_1_3_2_1_8_1","volume-title":"Toward game level generation from gameplay videos. arXiv preprint arXiv:1602.07721","author":"Guzdial Matthew","year":"2016","unstructured":"Matthew Guzdial and Mark Riedl . 2016. Toward game level generation from gameplay videos. arXiv preprint arXiv:1602.07721 ( 2016 ), 8. Matthew Guzdial and Mark Riedl. 2016. Toward game level generation from gameplay videos. arXiv preprint arXiv:1602.07721 (2016), 8."},{"key":"e_1_3_2_1_9_1","series-title":"Lecture Notes in Computer Science","volume-title":"Contextual Affordances for Intelligent Virtual Characters","author":"Heckel W.P.","unstructured":"Frederick W.P. Heckel and G. Michael Youngblood . 2011. Contextual Affordances for Intelligent Virtual Characters . In Intelligent Virtual Agents, HannesH\u00c3\u0171gni Vilhj\u00c3\u0105lmsson, Stefan Kopp, Stacy Marsella, and KristinnR. Th\u00c3\u015frisson (Eds.). Lecture Notes in Computer Science , Vol. 6895 . Springer Berlin Heidelberg , 202--208. FrederickW.P. Heckel and G.Michael Youngblood. 2011. Contextual Affordances for Intelligent Virtual Characters. In Intelligent Virtual Agents, HannesH\u00c3\u0171gni Vilhj\u00c3\u0105lmsson, Stefan Kopp, Stacy Marsella, and KristinnR. Th\u00c3\u015frisson (Eds.). Lecture Notes in Computer Science, Vol. 6895. Springer Berlin Heidelberg, 202--208."},{"key":"e_1_3_2_1_10_1","volume-title":"the 10th International Conference on the Foundations ofDigital Games (FDG","author":"Karavolos Dani\u00c3\u0144l","year":"2015","unstructured":"Dani\u00c3\u0144l Karavolos , Anders Bouwer , and Rafael Bidarra . 2015 . Mixed-Initiative Design of Game Levels: Integrating Mission and Space into Level Generation .. In the 10th International Conference on the Foundations ofDigital Games (FDG 2015). ACM, Pacific Grove, CA, 8. Dani\u00c3\u0144l Karavolos, Anders Bouwer, and Rafael Bidarra. 2015. Mixed-Initiative Design of Game Levels: Integrating Mission and Space into Level Generation.. In the 10th International Conference on the Foundations ofDigital Games (FDG 2015). ACM, Pacific Grove, CA, 8."},{"key":"e_1_3_2_1_11_1","doi-asserted-by":"publisher","DOI":"10.1111\/cgf.12976"},{"key":"e_1_3_2_1_12_1","doi-asserted-by":"publisher","DOI":"10.1145\/2538528.2538530"},{"key":"e_1_3_2_1_13_1","doi-asserted-by":"publisher","DOI":"10.1145\/3303766"},{"key":"e_1_3_2_1_14_1","doi-asserted-by":"publisher","DOI":"10.1007\/s41095-018-0110-3"},{"key":"e_1_3_2_1_15_1","doi-asserted-by":"publisher","DOI":"10.1007\/s11042-018-6004-7"},{"key":"e_1_3_2_1_16_1","doi-asserted-by":"publisher","DOI":"10.1145\/2661229.2661243"},{"key":"e_1_3_2_1_17_1","doi-asserted-by":"publisher","DOI":"10.1145\/2980179.2980223"},{"key":"e_1_3_2_1_18_1","doi-asserted-by":"publisher","DOI":"10.1145\/3272127.3275035"},{"key":"e_1_3_2_1_19_1","doi-asserted-by":"publisher","DOI":"10.1109\/CVPR.2018.00618"},{"key":"e_1_3_2_1_20_1","volume-title":"Scenesuggest: Context-driven 3d scene design. arXiv preprint arXiv 1703.00061","author":"Savva Manolis","year":"2017","unstructured":"Manolis Savva , Angel X Chang , and Maneesh Agrawala . 2017 . Scenesuggest: Context-driven 3d scene design. arXiv preprint arXiv 1703.00061 (2017). Manolis Savva, Angel X Chang, and Maneesh Agrawala. 2017. Scenesuggest: Context-driven 3d scene design. arXiv preprint arXiv 1703.00061 (2017)."},{"key":"e_1_3_2_1_21_1","doi-asserted-by":"publisher","DOI":"10.1109\/CVPRW.2015.7301289"},{"key":"e_1_3_2_1_22_1","doi-asserted-by":"publisher","DOI":"10.1145\/3235765.3235817"},{"key":"e_1_3_2_1_23_1","doi-asserted-by":"publisher","DOI":"10.1109\/CVPR.2015.7298655"},{"key":"e_1_3_2_1_24_1","volume-title":"the 10th International Conference on the Foundations of Digital Games","author":"Summerville Adam J","year":"2015","unstructured":"Adam J Summerville , Morteza Behrooz , Michael Mateas , and Arnav Jhala . 2015 . The learning of zelda: Data-driven learning of level topology . In the 10th International Conference on the Foundations of Digital Games . Pacific Grove, CA, 5. Adam J Summerville, Morteza Behrooz, Michael Mateas, and Arnav Jhala. 2015. The learning of zelda: Data-driven learning of level topology. In the 10th International Conference on the Foundations of Digital Games. Pacific Grove, CA, 5."},{"key":"e_1_3_2_1_25_1","doi-asserted-by":"publisher","DOI":"10.1109\/TCIAIG.2011.2148116"},{"key":"e_1_3_2_1_26_1","volume-title":"Proceedings of the second workshop on Artificial Intelligence in the Game Design Process. AAAI Press, AAAI Press","author":"der Linden Roland Van","year":"2013","unstructured":"Roland Van der Linden , Ricardo Lopes , and Rafael Bidarra . 2013 . Designing procedurally generated levels . In Proceedings of the second workshop on Artificial Intelligence in the Game Design Process. AAAI Press, AAAI Press , Palo Alto, CA, 41--47. Roland Van der Linden, Ricardo Lopes, and Rafael Bidarra. 2013. Designing procedurally generated levels. In Proceedings of the second workshop on Artificial Intelligence in the Game Design Process. AAAI Press, AAAI Press, Palo Alto, CA, 41--47."},{"key":"e_1_3_2_1_27_1","doi-asserted-by":"publisher","DOI":"10.1145\/3197517.3201362"},{"key":"e_1_3_2_1_28_1","doi-asserted-by":"publisher","DOI":"10.1145\/2185520.2185552"}],"event":{"name":"FDG '19: The Fourteenth International Conference on the Foundations of Digital Games","acronym":"FDG '19","location":"San Luis Obispo California USA"},"container-title":["Proceedings of the 14th International Conference on the Foundations of Digital Games"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3337722.3341848","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3337722.3341848","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,17]],"date-time":"2025-06-17T22:33:05Z","timestamp":1750199585000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3337722.3341848"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2019,8,26]]},"references-count":28,"alternative-id":["10.1145\/3337722.3341848","10.1145\/3337722"],"URL":"https:\/\/doi.org\/10.1145\/3337722.3341848","relation":{},"subject":[],"published":{"date-parts":[[2019,8,26]]},"assertion":[{"value":"2019-08-26","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}