posted by user: JimWhiteheadUCSC || 5314 views || tracked by 16 users: [display]

PCGames 2011 : Procedural Content Generation in Games (2nd Int'l Workshop)

FacebookTwitterLinkedInGoogle

Link: http://pcgames.fdg2011.org/
 
When Jun 28, 2011 - Jun 28, 2011
Where Bordeaux, France
Submission Deadline Mar 11, 2011
Notification Due Apr 19, 2011
Categories    games   procedural content generation   artificial intelligence   computer graphics
 

Call For Papers

Overview

The goal of this workshop (held in conjunction with the 2011 Foundations of Digital Games conference, www.fdg2011.org) is to advance knowledge in the diverse and growing field of procedural content generation by bringing together researchers and fostering discussion about the current state of the field. Procedural content generation offers hope for substantially reducing the authoring burden in games, improving our theoretical understanding of game design, and enabling entirely new kinds of games and playable experiences.

Workshop Organization

PC Games is a full-day workshop, with a peer-reviewed workshop program. Following a traditional working conference model, each talk session will have 2-3 paper presentations, followed by extensive time for questions and answers, as well as general discussion.

Content Areas

The PC Games workshop solicits paper submissions as either full papers about results from novel research (8 pages) or short papers describing works-in-progress (4 pages). Papers may be about a variety of topics within procedural content generation, including but not limited to:

* Offline or realtime procedural generation of levels, stories, quests, terrain, environments, and other game content
* Techniques for procedural animation
* Issues in the construction of mixed-mode systems with both human and procedurally generated content
* Issues in combining multiple procedural content generation techniques for larger systems
* Adaptive games using procedural content generation
* Procedural generation of game rulesets (computer or tabletop)
* Procedural content generation in non-digital games
* Player and/or designer experience in procedural content generation
* Procedural content generation during development (e.g. prototyping, playtesting, etc.)
* Theoretical implications of procedural content generation
* How to incorporate procedural generation meaningfully into game design
* Lessons from historical examples of procedural content generation (including post-mortems)
* Case studies of industrial application of procedural generation

Proceedings

There will be an archival proceedings for this workshop. Current plans are to publish them as part of the FDG 2011 main conference proceedings which will be archived in the ACM Digital Library, as was done for PCGames 2010.

Related Resources

PCG 2022   The 13th Workshop on Procedural Content Generation
ICMLA 2022   IEEE International conference on Machine Learning and Applications
CGO 2023   ACM/IEEE International Symposium on Code Generation and Optimization
CFMAI 2022   2022 4th International Conference on Frontiers of Mathematics and Artificial Intelligence (CFMAI 2022)
GAME-ON 2022   GAME-ON'2022, 23rd Annual Simulation & AI in Games Conference, Sept. 14-16, 2022, Universidade Nova de Lisboa, Lisbon, Portugal
AAAI 2023   The 37th AAAI Conference on Artificial Intelligence
MLMHCIHCAMCI 2022   Machine Learning Methods in High-Content Imaging and High-Content Analysis for Molecular and Cellular Imaging
EI-CFAIS 2022   2022 International Conference on Frontiers of Artificial Intelligence and Statistics (CFAIS 2022)
MLMHCIHCAMCI 2022   Machine Learning Methods in High-Content Imaging and High-Content Analysis for Molecular and Cellular Imaging
IEEE TNSE Special Issue 2022   IEEE TNSE Special Issue on Next-generation Traffic Measurement with Network-wide Perspective and Artificial Intelligence