posted by user: JimWhiteheadUCSC || 7291 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

EvalLAC 2025   Second Workshop on Automated Evaluation of Learning and Assessment Content
Ei/Scopus-SGGEA 2025   2025 2nd Asia Conference on Smart Grid, Green Energy and Applications (SGGEA 2025)
CoG 2025   IEEE Conference on Games
ICTAI 2025   IEEE 37th International Conference on Tools with Artificial Intelligence
ACG 2025   Advances in Computer Games
Ei/Scopus-IPCML 2025   2025 International Conference on Image Processing, Communications and Machine Learning (IPCML 2025)
SUMAC 2025   The 7th ACM international workshop on analysis, understanding and promotion of heritage contents
IEEE- CCRIS 2025   2025 IEEE 6th International Conference on Control, Robotics and Intelligent System (CCRIS 2025)
GENEA 2025   Generation and Evaluation of Non-verbal Behaviour for Embodied Agents Workshop 2025
HICSS 2026   Hawaii International Conference on System Sciences Mini Track: AI-Driven Program Analysis and Software Synthesis: Transforming Modern Software Engineering