[CFP] 8th Workshop on Procedural Content Generation

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Tommy Thompson

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Mar 16, 2017, 6:56:17 PM3/16/17
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CALL FOR PAPERS: 8th Workshop on Procedural Content Generation (PCG 2017) 
http://www.pcgworkshop.com 

Hosted at the 12th International Conference on the Foundations of Digital Games (FDG), August 14-17, 2017, Cape Cod, MA (hosted by Northeastern University) 
http://fdg2017.org 

The 2017 workshop is organised by Chris Martens, Adam Summerville and Tommy Thompson.

This workshop aims to advance knowledge in the field of procedural content generation (PCG) by bringing together leading PCG researchers and facilitating discussion on practices, principles and challenges faced in the field. In keeping with the previous years workshops, we provide multiple avenues for the submission of work depending on your interests: including dissemination of completed research, position papers for challenges faced by the community and demonstrations of ongoing projects. 

The 2017 workshop is adopting a theme to paper proceedings: 'PCG in context'. What do our generators say about the underlying systems we have designed and the designers who create them? Our theme aims to explore the biases inherent in PCG and the potential with which to subvert it. Papers need not closely follow the theme, but we will weight our decisions towards those that take these elements into consideration. 

Academic research can be submitted as a full-length paper, as well as the option for short position papers to raise talking points for the PCG community. For those with a keen interest in procedural generation methods and have work they wish to show, please consider submitting to our demo track. Accepted demo submissions will be invited to showcase at our demonstration session on the day and will be hosted online for those who cannot make the event in person. Please consult our Call for Papers for further information on formatting guidelines and submission deadlines. 

Submissions: 
  • Authors can submit their work to the PCG workshop in one of three formats: 
  • Full papers describing novel research (max. 10 pages including references). 
  • Provocations/position papers (max. 2 pages including references). 
  • Demos (Experienceable demo [if applicable] and 2 paragraph description) 

Important Dates: 

  • Deadline for paper submissions: Monday 22 May 2017 
  • Notification for accepted papers: 19 June 2017 
  • Deadline for camera-ready papers: 3 July 2017 
  • Demo submission date: 5 June 2017 
  • Workshop date: TBD 14-17 August 2017 

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 
  • Generation of non-game content such as text, poetry, art, and music 
  • 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! 
  • Applications to areas other than games are even more especially welcome! 
For more information, please consult the PCG workshop website: www.pcgworkshop.com
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