Second CFP: 7th Workshop on Procedural Content Generation (PCG2016)

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Amy K. Hoover

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Apr 10, 2016, 7:06:43 PM4/10/16
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Second Call for Papers for:
7th Workshop on Procedural Content Generation (PCG2016)
August 1, 2016

This workshop aims to advance knowledge in the field of procedural content generation (PCG) by bringing together leading PCG researchers and facilitating discussion. Because academic workshops are a place for feedback and discussing new ideas, this year’s workshop will allow extra time for comments on each paper and a special demo session for people to discuss ongoing research.

Location:
Hosted at 2016 Joint International Conference of DiGRA and FDG (DiGRA-FDG 2016) 
Dalhousie Building, Abertay University. Dundee, Scotland. August 1, 2016

Website:
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
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