posted by user: JimWhiteheadUCSC || 6657 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

AIGC 2024   The 2nd International Conference on AI-generated Content
IEEE-Ei/Scopus-ITCC 2025   2025 5th International Conference on Information Technology and Cloud Computing (ITCC 2025)-EI Compendex
Philosophical Approaches to Games and Ga 2024   Call For Papers - Philosophical Approaches to Games and Gamification: Ethical, Aesthetic, Technological and Political Perspectives
SPIE-Ei/Scopus-DMNLP 2025   2025 2nd International Conference on Data Mining and Natural Language Processing (DMNLP 2025)-EI Compendex&Scopus
CONTENT 2025   The Seventeenth International Conference on Creative Content Technologies
IEEE-Ei/Scopus-CNIOT 2025   2025 IEEE 6th International Conference on Computing, Networks and Internet of Things (CNIOT 2025) -EI Compendex
MMEDIA 2025   The Seventeenth International Conference on Advances in Multimedia
AMLDS 2025   IEEE--2025 International Conference on Advanced Machine Learning and Data Science
ACHI 2025   The Eighteenth International Conference on Advances in Computer-Human Interactions
IJCGA 2024   International Journal of Computer Graphics & Animation