{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,8,18]],"date-time":"2026-08-18T01:46:08Z","timestamp":1787017568876,"version":"build-2736575974"},"publisher-location":"New York, NY, USA","reference-count":37,"publisher":"ACM","license":[{"start":{"date-parts":[[2020,9,15]],"date-time":"2020-09-15T00:00:00Z","timestamp":1600128000000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2020,9,15]]},"DOI":"10.1145\/3402942.3409603","type":"proceedings-article","created":{"date-parts":[[2020,9,17]],"date-time":"2020-09-17T12:38:30Z","timestamp":1600346310000},"page":"1-9","source":"Crossref","is-referenced-by-count":7,"title":["Spatial Layout of Procedural Dungeons Using Linear Constraints and SMT Solvers"],"prefix":"10.1145","author":[{"given":"Jim","family":"Whitehead","sequence":"first","affiliation":[{"name":"University of California Santa Cruz, USA"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"320","published-online":{"date-parts":[[2020,9,17]]},"reference":[{"key":"e_1_3_2_1_1_1","unstructured":"A Adonaac. 2015. Procedural Dungeon Generation Algorithm. https:\/\/www.gamasutra.com\/blogs\/AAdonaac\/20150903\/252889\/Procedural_Dungeon_Generation_Algorithm.php Library Catalog: www.gamasutra.com.  A Adonaac. 2015. Procedural Dungeon Generation Algorithm. https:\/\/www.gamasutra.com\/blogs\/AAdonaac\/20150903\/252889\/Procedural_Dungeon_Generation_Algorithm.php Library Catalog: www.gamasutra.com."},{"key":"e_1_3_2_1_2_1","volume-title":"Proceedings of the 50th Anniversary Convention of the AISB.","author":"Anthony"},{"key":"e_1_3_2_1_3_1","volume-title":"Proceedings of the 8th International Conference on the Foundations of Digital Games (FDG","author":"Liapis Antonios","year":"2013"},{"key":"e_1_3_2_1_4_1","doi-asserted-by":"crossref","volume-title":"Voronoi Diagrams And Delaunay Triangulations","author":"Aurenhammer Franz","DOI":"10.1142\/8685"},{"key":"e_1_3_2_1_5_1","doi-asserted-by":"publisher","DOI":"10.1109\/CIG.2017.8080411"},{"key":"e_1_3_2_1_6_1","volume-title":"Proceedings of the 14th International Conference on the Foundations of Digital Games(FDG \u201919)","author":"J.","year":"1848"},{"key":"e_1_3_2_1_7_1","doi-asserted-by":"publisher","DOI":"10.1145\/3077286.3077566"},{"key":"e_1_3_2_1_8_1","unstructured":"Bob Nystrom. 2014. Rooms and Mazes: A Procedural Dungeon Generator \u2013 journal.stuffwithstuff.com. http:\/\/journal.stuffwithstuff.com\/2014\/12\/21\/rooms-and-mazes\/  Bob Nystrom. 2014. Rooms and Mazes: A Procedural Dungeon Generator \u2013 journal.stuffwithstuff.com. http:\/\/journal.stuffwithstuff.com\/2014\/12\/21\/rooms-and-mazes\/"},{"key":"e_1_3_2_1_9_1","doi-asserted-by":"publisher","DOI":"10.1007\/3-540-37620-8_11"},{"key":"e_1_3_2_1_10_1","volume-title":"Proceedings of the 10th International Conference on the Foundations of Digital Games (FDG 2015). Asilomar Conference Center","author":"Karavolos Dani\u00ebl","year":"2015"},{"key":"e_1_3_2_1_11_1","volume-title":"The problem of space layout in architecture: A survey and reflections. arquiteturarevista 6, 2 (Dec","author":"Lobos Danny","year":"2010"},{"key":"e_1_3_2_1_12_1","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-540-78800-3_24"},{"key":"e_1_3_2_1_13_1","doi-asserted-by":"publisher","DOI":"10.1109\/TCIAIG.2011.2149523"},{"key":"e_1_3_2_1_14_1","doi-asserted-by":"publisher","DOI":"10.1145\/1183316.1183342"},{"key":"e_1_3_2_1_15_1","doi-asserted-by":"publisher","DOI":"10.1109\/MAHC.1985.10011"},{"key":"e_1_3_2_1_16_1","first-page":"1","article-title":"Algorithms for procedural dungeon generation","volume":"33","author":"Hilliard Nathan","year":"2017","journal-title":"Journal of Computing Sciences in Colleges"},{"key":"e_1_3_2_1_17_1","doi-asserted-by":"publisher","DOI":"10.1145\/3337722.3337761"},{"key":"e_1_3_2_1_19_1","volume-title":"Graph2Plan: Learning Floorplan Generation from Layout Graphs. (April","author":"Hu Ruizhen","year":"2020"},{"key":"e_1_3_2_1_20_1","volume-title":"Proceedings of the Symposium on Interactive Computer Graphics and Games.","author":"Martin Jess","year":"2006"},{"key":"e_1_3_2_1_21_1","doi-asserted-by":"crossref","unstructured":"Kai Wang Yu-An Lin Ben Weissmann Manolis Savva Angel X. Chang and Daniel Ritchie. 2019. PlanIT: Planning and Instantiating Indoor Scenes with Relation Graph and Spatial Prior Networks. In SIGGRAPH.  Kai Wang Yu-An Lin Ben Weissmann Manolis Savva Angel X. Chang and Daniel Ritchie. 2019. PlanIT: Planning and Instantiating Indoor Scenes with Relation Graph and Spatial Prior Networks. In SIGGRAPH.","DOI":"10.1145\/3306346.3322941"},{"key":"e_1_3_2_1_22_1","volume-title":"Constraint-based Automatic Placement for Scene Composition. Grahpics Interface 2 (May","author":"Xu Ken","year":"2002"},{"key":"e_1_3_2_1_23_1","volume-title":"A Generative Grammar Approach for Action-Adventure Map Generation in The Legend of Zelda","author":"Lavender Becky","year":"2016"},{"key":"e_1_3_2_1_24_1","volume-title":"Applications of Evolutionary Computation(Lecture Notes in Computer Science), Antonio\u00a0M","author":"Liapis Antonios"},{"key":"e_1_3_2_1_26_1","doi-asserted-by":"publisher","DOI":"10.1145\/360762.360817"},{"key":"e_1_3_2_1_27_1","volume-title":"Proc. 11th International Conference on Intelligent Games and Simulation (GAME-ON","author":"Lopes Riccardo","year":"2010"},{"key":"e_1_3_2_1_28_1","volume-title":"Entertainment Computing \u2013 ICEC 2004(Lecture Notes in Computer Science)","author":"Roden Timothy"},{"key":"e_1_3_2_1_29_1","volume-title":"Proceedings of the Workshop on AI in the Game Design Process (AIIDE","author":"van der Linden Roland","year":"2013"},{"key":"e_1_3_2_1_30_1","volume-title":"Procedural Content Generation in Games, Noor Shaker, Julian Togelius, and Mark\u00a0J","author":"Shaker Noor"},{"key":"e_1_3_2_1_31_1","doi-asserted-by":"publisher","DOI":"10.1109\/TCIAIG.2011.2159716"},{"key":"e_1_3_2_1_32_1","doi-asserted-by":"publisher","DOI":"10.1145\/3235765.3235817"},{"key":"e_1_3_2_1_34_1","unstructured":"Petar\u00a0Borisov Stoykov. 2017. Rectangle Packing in Practice. Master\u2019s thesis. TU Eindhoven.  Petar\u00a0Borisov Stoykov. 2017. Rectangle Packing in Practice. Master\u2019s thesis. TU Eindhoven."},{"key":"e_1_3_2_1_35_1","volume-title":"CASA Workshop on 3D Advanced Media in Gaming and Simulation.","author":"Tutenel Tim","year":"2009"},{"key":"e_1_3_2_1_36_1","doi-asserted-by":"publisher","DOI":"10.1145\/1461999.1462009"},{"key":"e_1_3_2_1_37_1","volume-title":"Technical Report EDRC-48-08-88. Carnegie Mellon University.","author":"Flemming U.","year":"1988"},{"key":"e_1_3_2_1_38_1","doi-asserted-by":"publisher","DOI":"10.1145\/2347583.2347587"},{"key":"e_1_3_2_1_39_1","doi-asserted-by":"publisher","DOI":"10.1109\/TCIAIG.2013.2290371"},{"key":"e_1_3_2_1_40_1","volume-title":"International Conference on Computer Graphics and Artificial Intelligence (3IA","author":"Gaildrat V\u00e9ronique","year":"2007"}],"event":{"name":"FDG '20: International Conference on the Foundations of Digital Games","location":"Bugibba Malta","acronym":"FDG '20"},"container-title":["International Conference on the Foundations of Digital Games"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3402942.3409603","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3402942.3409603","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,17]],"date-time":"2025-06-17T17:31:46Z","timestamp":1750181506000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3402942.3409603"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2020,9,15]]},"references-count":37,"alternative-id":["10.1145\/3402942.3409603","10.1145\/3402942"],"URL":"https:\/\/doi.org\/10.1145\/3402942.3409603","relation":{},"subject":[],"published":{"date-parts":[[2020,9,15]]}}}