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PCGames 2011 : Procedural Content Generation in Games (2nd Int'l Workshop) | |||||||||||||
Link: http://pcgames.fdg2011.org/ | |||||||||||||
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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. |
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