[Deadline Extension] Fourth CFP: 7th Workshop on Procedural Content Generation (PCG2016)

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Amy K. Hoover

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May 9, 2016, 6:38:03 PM5/9/16
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After receiving several requests, we have decided to extend the
submission deadline from 9 May 2016 to 13 May 2009.


Third 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: 13 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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