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          <dc:title>Procedural Content Generation: Goals, Challenges and Actionable Steps</dc:title>
          <dc:creator>Togelius, Julian</dc:creator>
          <dc:creator>Champandard, Alex J.</dc:creator>
          <dc:creator>Lanzi, Pier Luca</dc:creator>
          <dc:creator>Mateas, Michael</dc:creator>
          <dc:creator>Paiva, Ana</dc:creator>
          <dc:creator>Preuss, Mike</dc:creator>
          <dc:creator>Stanley, Kenneth O.</dc:creator>
          <dc:subject>procedural content generation</dc:subject>
          <dc:subject>video games</dc:subject>
          <dc:description>This chapter discusses the challenges and opportunities of procedural content generation (PCG) in games. It starts with defining three grand goals of PCG, namely multi-level multicontent PCG, PCG-based game design and generating complete games. The way these goals are defined, they are not feasible with current technology. Therefore we identify nine challenges for PCG research. Work towards meeting these challenges is likely to take us closer to realising the three grand goals. In order to help researchers get started, we also identify five actionable steps, which PCG researchers could get started working on immediately.</dc:description>
          <dc:publisher>Schloss Dagstuhl – Leibniz-Zentrum für Informatik</dc:publisher>
          <dc:contributor>Julian Togelius and Alex J. Champandard and Pier Luca Lanzi and Michael Mateas and Ana Paiva and Mike Preuss and Kenneth O. Stanley</dc:contributor>
          <dc:date>2013</dc:date>
          <dc:relation>Is Part Of Dagstuhl Follow-Ups, Volume 6, Artificial and Computational Intelligence in Games (2013)</dc:relation>
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          <dc:language>eng</dc:language>
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