Federico Tomassetti got his PhD in Software Enginering and worked in Academy and industry in Italy, Germany, Ireland and France. Among others he worked for TripAdvisor and Groupon. You can read more about his work at tomassetti.me
Bret Curtis holds a Bachelors in Computer Science and has worked as a Software and Systems Engineer who loves startups and FOSS. Bret has been involved in the Open Source world since 1996 and has a passion from cross-platform compatibility You can read more about his work at https://www.mindwerks.net
Procedural content generation has been in use for the last 40 years in video games, and it’s a key characteristic of rogue-like games. Instead of manually writing different levels, defining where walls are or where monsters are hidden, you could use an algorithm to generate that for you. While there are many different situations in which procedural content generation is possible to use, it’s more evident in well-known video games. There is one example which is less well known but highly respected by passionate geeks: Dwarf Fortress. In this game an entire world is simulated with its history.