Procedural Content Generation in Games Workshop 2012

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Julian Togelius

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Dec 5, 2011, 2:54:37 PM12/5/11
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Call for papers
The third workshop on Procedural Content Generation in Games (PCG 2012)
Organised in conjunction with the Foundational 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 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

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: jul...@togelius.com, web: http://julian.togelius.com
mobile: +46-705-192088, office: +45-7218-5277

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