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A Survey on Procedural Modelling for Virtual Worlds., , , and . Comput. Graph. Forum, 33 (6): 31-50 (2014)Using gameplay semantics to procedurally generate player-matching game worlds., , and . PCG@FDG, page 3:1-3:8. ACM, (2012)Using Semantics to Improve the Design of Game Worlds., , , and . AIIDE, The AAAI Press, (2009)Generating Consistent Buildings: A Semantic Approach for Integrating Procedural Techniques., , , , and . IEEE Trans. Comput. Intellig. and AI in Games, 3 (3): 274-288 (2011)Designing Semantic Game Worlds., , and . PCG@FDG, page 2:1-2:9. ACM, (2012)A Proposal for a Procedural Terrain Modelling Framework., , , and . EGVE (Posters), Eurographics Association, (2008)Services in Game Worlds: A Semantic Approach to Improve Object Interaction., , and . ICEC, volume 5709 of Lecture Notes in Computer Science, page 276-281. Springer, (2009)Declarative Terrain Modeling for Military Training Games., , , and . Int. J. Comput. Games Technol., (2010)A Method for Specifying Semantics of Large Sets of 3D Models., , , , and . GRAPP/IVAPP, page 97-106. SciTePress, (2012)Semantic crowds., , , , and . Entertain. Comput., 5 (4): 297-312 (2014)