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|Session Name:||Math for Game Programmers: Semi-Procedural Content Pipelines|
|Company Name(s):||The Guildhall at SMU|
|Track / Format:||Programming|
|Overview:||PCG and human-authored content pipelines are each well-understood in game development. However, the real magic happens when humans and computers co-author content. This session explores a number of simple and practical techniques for human-AI collaborations in PCG, including stitching, mad-libs, procedural variances, supertemplating, and constraint-based content definitions.|