http://game.engineering.nyu.edu/pcg-workshop-2016/Co-Organizers:
Rafael Bidarra, Amy K. Hoover, and Aaron Isaksen
Important Dates:
Deadline for paper submissions: 2 May 2016
Notification for accepted papers: 13 June 2016
Deadline for camera-ready papers: 27 June 2016
Demo submission date: TBD
Workshop date: 1 August 2016
Submissions:
We welcome submissions as either full papers describing novel research (max. 16 pages including references, formatted with DiGRA+FDG 2016 Word or LaTeX templates) or short papers describing work in progress (max. 8 pages including references in DiGRA+FDG 2016 format). Submissions will be through the PCG2016 EasyChair site.
Topics:
Papers may cover a variety of topics within procedural content generation for games, including but not limited to:
• Real-time or offline algorithms for the procedural generation of games, levels, narrative, puzzles, environments, artwork, audio, sound effects, animation, characters, items, and other game content
• Case studies of procedural generation as applied for use in the games industry
• Techniques for procedural animation, procedural art, and other forms of visual content in games
• Work on procedural audio, music, sound effects, and other forms of audible content in games
• Procedural generation of narrative, stories, dialogues, conversations, and natural language
• Automated generation of game rules, variants, parameters, strategies, or game systems
• Automatic game balancing, game tuning, and difficulty adjustment through generated content
• Applications of PCG for digital, non-digital, physical, card, and tabletop games
• Applications of procedural content generation for Virtual Reality (VR) and virtual worlds
• Issues in mixed-mode systems combining human generated and procedurally generated content.
• Tools and systems to aid players and game designers in creating their own content for games
• Procedural content generation as a game mechanic
• Distributed and crowdsourcing procedural content generation
• Computational creativity and co-creation of games and game related content
• Novel uses of AI and machine learning algorithms for generating and evaluating procedural content
• Evaluation of 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
• Strategies for meaningfully incorporating procedural generation into game design
• Lessons from historical examples of PCG, including postmortems
• Social and ethical impact of procedural content generation
• Applications to games other than Super Mario Bros are especially welcome!
Conference Information:
More information about the entire DiGRA+FDG conference, including accommodations arrangements, can be found at
http://digra-fdg2016.org.