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Second call for papers: Workshop on Procedural Content Generation in Games at FDG 2012

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  • Julian Togelius
    [Please note that genetic programming techniques are extremely relevant for content generation in games!] ... Call for papers The Third Workshop on Procedural
    Message 1 of 1 , Mar 2, 2012
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      [Please note that genetic programming techniques are extremely
      relevant for content generation in games!]
      -----
      Call for papers
      The Third Workshop on Procedural Content Generation in Games (PCG 2012)
      Organised in conjunction with the Foundations of Digital Games
      Conference (FDG 2012)

      Important Dates
      Full paper submission: March 8
      Decision notification: March 29
      Camera-ready deadline: April 5
      Workshop held: 29th may (the day before the main conference)

      Website: http://pcg.fdg2012.org/

      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. This workshop follows two previous workshops (held in
      association with FDG 2010 and 2011), which were well attendend and
      highly appreciated by the participants. It also follows the recent
      special issue of IEEE TCIAIG devoted to PCG.

      This workshop invites contributions on all aspects of generating game
      content, using any method. Both descriptions of new algorithms,
      theoretical or critical analysis and empirical studies of
      implementations and applications are welcome.

      We solicit submissions as either full papers about results from novel
      research (8 pages) or short papers (4 pages) which can be position
      papers or describe work in progress. 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

      Additionally, we intend to hold a joint session with the workshop on
      design patterns in games, which takes place the same day and venue. We
      therefore especially invite papers combining work on design patterns
      and games.

      Organisers
      Julian Togelius (IT University of Copenhagen)
      Joris Dormans (Amsterdam University of Applied Sciences)


      --
      Julian Togelius
      Assistant Professor
      IT University of Copenhagen
      Rued Langgaards Vej 7, 2300 Copenhagen S, Denmark
      mail: julian@..., web: http://julian.togelius.com
      mobile: +46-705-192088, office: +45-7218-5277
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