Loading ...
Sorry, an error occurred while loading the content.

CfP: FDG Workshop on Procedural Content Creation in Games (PC Games)

Expand Messages
  • Julian Togelius
    Workshop on Procedural Content Generation in Games (PC Games) Co-located with FDG 2010 – Monterey, California – June 18, 2010 http://pcgames.fdg2010.org/
    Message 1 of 1 , Dec 2, 2009
    • 0 Attachment
      Workshop on Procedural Content Generation in Games (PC Games)

      Co-located with FDG 2010 – Monterey, California – June 18, 2010

      http://pcgames.fdg2010.org/


      Overview

      As computer games increasingly take place inside large, complex
      worlds, the cost of manually creating these worlds is spiraling
      upwards. Procedural content generation, where a computer algorithm
      produces computationally generated levels, art assets, quests,
      background history, stories, characters, and weapons, offers hope for
      substantially reducing the authoring burden in games. Procedural
      content generation has multiple benefits beyond reducing authoring
      cost. With rich procedural generation, a single person becomes capable
      of creating games that now require teams to create, thus making
      individual artistic expression easier to achieve. Automated content
      generation can take player history as one of its inputs, and thereby
      create games that adapt to individual players. Sufficiently rich
      content generation algorithms can create novel game elements, thereby
      discovering new game potentials. Finally, the procedural generation
      algorithm itself acts as an executable model of one aspect of the
      game, thereby improving our theoretical understanding of game design.


      Important Dates

      * Paper submission: Feb. 24, 2010

      * Notification to authors: April 5, 2010

      * Workshop held: June 18, 2010 (day before the main conference)

      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.

      Research Areas

      The PC Games workshop solicits paper submissions as either full papers
      (8 pages) or short papers (4 pages). PC Games welcomes research
      results that are either fully or semi-automated, in the following (and
      related) list of research areas. Papers will be published as part of
      the workshop proceedings.

      * Procedural game level generation, for all game genres
      * Procedural scenario generation for both entertainment and serious games
      * Procedural quest generation, for single and multiplayer (online) games
      * Procedural (non-player) character generation
      * Procedurally generated game objects (e.g. weapons, vehicles, …)
      * Procedural art asset generation, for a wide range of art assets
      * Procedural creation of buildings, villages, towns, and cities
      * Automatic layout techniques and procedural generation of interiors
      * Procedural creation of natural environments, including terrain,
      water, clouds, plants, trees, etc.
      * Procedural generation of crowds in real time
      * Procedural animation of both procedurally and manually created content
      * User control in procedural generation and intuitive input mechanism
      for procedural systems
      * Construction and use of mixed-mode systems with both manual editing
      and automatic generation of content
      * Integrating frameworks for procedural methods
      * Procedural creation of background history and background stories for
      game worlds
      * Adaptive game balancing and content generation based on prior player history
      * Techniques for games that evolve and/or discover new game variants
      * Procedural generation of computer and/or tabletop games
      * Automatic generation of game rules
      * Procedural generation of content for web-based and social networking games
      * Player and/or designer experience with procedural content generation
      * Models of player experience with procedurally generated content
      * Theoretical implications of procedural content generation
      * Meaningful incorporation of procedural generation into game design
      * Procedural generation during development (e.g. for prototyping,
      design, testing, tuning, etc.)
      * Lessons from historical examples of procedural generation
      * Case studies of industrial application of procedural generation

      Submission Instructions

      Submissions to the PC Games workshop must follow ACM SIG conference
      formatting guidelines
      (http://www.acm.org/sigs/publications/proceedings-templates). Papers
      must be submitted using the Easychair submission system
      (http://www.easychair.org/conferences/?conf=pcgames2010).

      Program Committee

      Ruth Aylett, Heriot-Watt University
      Rafael Bidarra, TU Delft
      Ian Bogost, Georgia Tech.
      Cameron Browne, Imperial College London
      Simon Colton, Imperial College London
      Eric Galin, LIRIS - CNRS - Université Lumière Lyon 2
      Magy Seif El-Nasr, Simon Fraser University
      Erin Hastings, Alion Science and Technology
      Pascal Mueller, Procedural, Inc.
      Ian Parberry, Univ. of North Texas
      Jimmy Secretan, DiSTI Corporation
      Ken Stanley, Univ. of Central Florida
      Julian Togelius, ITU Copenhagen
      Jim Whitehead, Univ. of California, Santa Cruz
      Georgios Yannakakis, ITU Copenhagen
      R. Michael Young, North Carolina State Univ.


      The PC Games workshop is co-located with the 2010 Foundations of
      Digital Games (FDG 2010, www.fdg2010.org), which is an official
      conference of the Society for the Advancement of the Science of
      Digital Games (SASDG).
      FDG 2010 is supported by a generous sponsorship from Microsoft Research.

      --
      Julian Togelius
      Assistant Professor
      IT University of Copenhagen
      Rued Langgaards Vej 7
      2300 Copenhagen S
      Denmark
      julian@...
      http://julian.togelius.com
      +46-705-192088



      --
      Julian Togelius
      Assistant Professor
      IT University of Copenhagen
      Rued Langgaards Vej 7
      2300 Copenhagen S
      Denmark
      julian@...
      http://julian.togelius.com
      +46-705-192088
    Your message has been successfully submitted and would be delivered to recipients shortly.